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Sake Monster
The Tritan Industries RISE of LEGION
375
|
Posted - 2013.05.03 10:36:00 -
[1] - Quote
I feel like we have heard a lot from the dedicated HAV drivers in regards to what we know about the future of tanks in Uprising. We have also heard a lot from the "Tank-Haters" that don't specialize in AV and want to see tanks nerfed and/or made less of a threat to them. But, I think, AV vs HAV balance should be determined by the people that specialize in each, respectively. So i am curious to see more of the thoughts from dedicated AV guys on the current and possible future state of HAV vs AV.
Here are my thoughts:
<----- DEDICATED AV
AV Skills: Weaponry 5 Forge Gun Operation 5 Forge Gun Proficiency 5 Heavy Weapon Sharpshooter 5 Heavy Weapon Sharpshooter Proficiency 5 Heavy Weapon Rapid Reload 5 Heavy Weapon Rapid Reload Proficiency 5 Heavy Weapon Ammo 5 Heavy Weapon Upgrades 3 Dropsuit Operation 5 (for the lower profile)
And always run 2-3 damage mods. Basically, I am designed to kill vehicles.
Here is the kicker: I 100% AGREE WITH WHAT MANY OF THE TANKERS ARE SAYING.
They are currently far too easy to solo and/or harass into worthlessness in a battle. Hunting tanks is my favorite thing to do and would HATE to see them nerfed into being rail snipers from the redlines. As, selfishly, this decreases my fun in hunting them.
With my skills, I should be able to solo a tank, but only with the right combination of skill and luck. But both skill and luck should factor in if I, one AV guy, am able to solo a tank. It shouldn't happen often (it does now, have yet to find a tank I couldn't solo if it leaves the redzone and I dedicate myself to destroying it). I should only solo a skilled tanker when they get overzealous or make a mistake, otherwise it should take at least one more AV besides myself in a coordinated effort to finish the job. Why should they "need support" if I don't? This is the go-to argument for the masses supporting tank nerfs, is it not?
I do fear that "glass cannon" is the future of Dust and will effectively eliminate both the HAV and AV specializations as "fun, specialized, and viable" gameplay options.
I will wait to see what Uprising brings to pass judgement on the AV/Vehicle debate. But I can see why dedicated tankers are worried, everything we know so far supports their worries. And I am worried too, as the downfall of the tanks would also be the downfall of AV.
Of course, I am only speaking about people specialized in HAVs, everything militia should always be vulnerable to everyone on the battlefield because you have not taken the time or effort to dedicate yourself to it and shouldn't reap the rewards of someone who did. |
Jason Pearson
Seraphim Initiative. CRONOS.
932
|
Posted - 2013.05.03 10:38:00 -
[2] - Quote
I like you. You're the type of AVer I wouldn't mind being solo'd by, same with any AVer that puts the work in and is dedicated to their profession. |
BOZ MR
Internal Error. Negative-Feedback
103
|
Posted - 2013.05.03 10:39:00 -
[3] - Quote
Sake Monster wrote:I feel like we have heard a lot from the dedicated HAV drivers in regards to what we know about the future of tanks in Uprising. We have also heard a lot from the "Tank-Haters" that don't specialize in AV and want to see tanks nerfed and/or made less of a threat to them. But, I think, AV vs HAV balance should be determined by the people that specialize in each, respectively. So i am curious to see more of the thoughts from dedicated AV guys on the current and possible future state of HAV vs AV.
Here are my thoughts:
<----- DEDICATED AV
AV Skills: Weaponry 5 Forge Gun Operation 5 Forge Gun Proficiency 5 Heavy Weapon Sharpshooter 5 Heavy Weapon Sharpshooter Proficiency 5 Heavy Weapon Rapid Reload 5 Heavy Weapon Rapid Reload Proficiency 5 Heavy Weapon Ammo 5 Heavy Weapon Upgrades 3 Dropsuit Operation 5 (for the lower profile)
And always run 2-3 damage mods. Basically, I am designed to kill vehicles.
Here is the kicker: I 100% AGREE WITH WHAT MANY OF THE TANKERS ARE SAYING.
They are currently far too easy to solo and/or harass into worthlessness in a battle. Hunting tanks is my favorite thing to do and would HATE to see them nerfed into being rail snipers from the redlines. As, selfishly, this decreases my fun in hunting them.
With my skills, I should be able to solo a tank, but only with the right combination of skill and luck. But both skill and luck should factor in if I, one AV guy, am able to solo a tank. It shouldn't happen often (it does now, have yet to find a tank I couldn't solo if it leaves the redzone and I dedicate myself to destroying it). I should only solo a skilled tanker when they get overzealous or make a mistake, otherwise it should take at least one more AV besides myself in a coordinated effort to finish the job. Why should they "need support" if I don't? This is the go-to argument for the masses supporting tank nerfs, is it not?
I do fear that "glass cannon" is the future of Dust and will effectively eliminate both the HAV and AV specializations as "fun, specialized, and viable" gameplay options.
I will wait to see what Uprising brings to pass judgement on the AV/Vehicle debate. But I can see why dedicated tankers are worried, everything we know so far supports their worries. And I am worried too, as the downfall of the tanks would also be the downfall of AV.
Of course, I am only speaking about people specialized in HAVs, everything militia should always be vulnerable to everyone on the battlefield because you have not taken the time or effort to dedicate yourself to it and shouldn't reap the rewards of someone who did. Don't worry for us. I created a weapon for people that want to kill tanks easily check it out. |
Coleman Gray
GunFall Mobilization Covert Intervention
214
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Posted - 2013.05.03 11:04:00 -
[4] - Quote
But your heavily specialised into AV using a forge gun, so you should be able to at least solo standard tanks. But all people have to do is equip packed AV grenades and their set to go. |
J-Lewis
Edimmu Warfighters Gallente Federation
30
|
Posted - 2013.05.03 11:07:00 -
[5] - Quote
The issue is really Light AV being too potent. Even a Scout can do it. |
GeneralButtNaked
ZionTCD Unclaimed.
408
|
Posted - 2013.05.03 11:19:00 -
[6] - Quote
I focused heavily into being an AV heavy. I greatly enjoy hunting down armor and making it go pop. Unprepared or poorly fit tanks go up in a fireball very quickly.
Better driven, and better fit tanks require real effort, but even the toughest tank can be dropped in short order by two AV guys. No amount of hardeners can protect from the amount of damage that two proto forges can put out in 8 seconds.
Tanks need some love.
However, and this might be a big deal, it might not, but it looks like forge guns are getting softer. No sharpshooter, no damage skill, and the proto suit can only run a single, not a triple damage mod setup.
So even though it looks rough for tankers, and it probably is to a certain degree, we should be waiting to see how the balance pass has worked for the forge guns before crying too much.
If CCP had done as promised an released the item list maybe we would find out that AV nades have been nerfed to hell and back.
One can hope. I just want tanks that are worth killing. I like being forced to bring out a fit with a proto forge and proto AV nades because the guy is just that hard to kill.
|
Sake Monster
The Tritan Industries RISE of LEGION
381
|
Posted - 2013.05.03 11:21:00 -
[7] - Quote
J-Lewis wrote:The issue is really Light AV being too potent. Even a Scout can do it.
The role of Light AV should be to deter vehicles, not outright destroy them (unless used en-masse). I agree with this, having AV grenades powerful enough to destroy better-than-militia HAVs easily accessible to every suit minimizes the need for specialized AV, which goes against the MMO aspect of Dust. It is equal to what it seems CCP is attempting to do to encourage the use of Logis by lowering Assaults number of equipment slots. CCP needs to look more into changes that encourage the need for specialization, not necessarily just nerfing and buffing. |
pegasis prime
The Shadow Cavalry Mercenaries
154
|
Posted - 2013.05.03 11:21:00 -
[8] - Quote
I run both proto heavy and standerd tanks and I used to love the chalange of hunting out enimy tanks but now its far far far too easy to solo most tanks , there are still a few other tankers that give me a run for my isk but sadly most otger tankers either die inone or two shots from my rail gun or 2 to 3 shots from my proto tank eating forge gun setup . Jason had a thread that I fully supported calling for a massive hp buff in exchange for a large reductuon in dammage but sadly ccp has gone in the compleate opposite ditecrion . This will as stated by many other tankers will do nothing but force us into nothing but redline sniper tanking . Lets just hope ccp pulls there act together and sorts out the havs so we can acctually be tanks and not just free wp for someone with a proto forge set up. |
Sake Monster
The Tritan Industries RISE of LEGION
381
|
Posted - 2013.05.03 11:24:00 -
[9] - Quote
GeneralButtNaked wrote:I focused heavily into being an AV heavy. I greatly enjoy hunting down armor and making it go pop. Unprepared or poorly fit tanks go up in a fireball very quickly.
Better driven, and better fit tanks require real effort, but even the toughest tank can be dropped in short order by two AV guys. No amount of hardeners can protect from the amount of damage that two proto forges can put out in 8 seconds.
Tanks need some love.
However, and this might be a big deal, it might not, but it looks like forge guns are getting softer. No sharpshooter, no damage skill, and the proto suit can only run a single, not a triple damage mod setup.
So even though it looks rough for tankers, and it probably is to a certain degree, we should be waiting to see how the balance pass has worked for the forge guns before crying too much.
If CCP had done as promised an released the item list maybe we would find out that AV nades have been nerfed to hell and back.
One can hope. I just want tanks that are worth killing. I like being forced to bring out a fit with a proto forge and proto AV nades because the guy is just that hard to kill.
+1 This is why I said I will wait to pass judgement until after Uprising, as we haven't seen patch notes or other changes that may be coming. I just hope HAVs don't become expensive LAVs, and we stop seeing them regularly enough to make our AV specializations worth the SP investment.
|
J-Lewis
Edimmu Warfighters Gallente Federation
33
|
Posted - 2013.05.03 11:30:00 -
[10] - Quote
Well, I know Swarms have been nerfed slightly. |
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Cyrius Li-Moody
The Vanguardians Orion Empire
19
|
Posted - 2013.05.03 11:42:00 -
[11] - Quote
I am a 2 mil character and a lot of proto tanks run immediate at the sight of a swarm in flight. Not that they shouldn't but I don't like that they live fear AV so much they don't stick around to get blown up. |
Takahiro Kashuken
Red Star. EoN.
390
|
Posted - 2013.05.03 11:45:00 -
[12] - Quote
******* bravo
An AV specailist which knows wtf he is talking about and has his head screwed on his neck and not up his arse like the majority of the community
He is spot on, he knows how easy it is to take down a tank and he actually said those golden words which so many think is blasphemy 'Why should they "need support" if I don't?'
Bascially saying AV requires no teamwork yet HAVs do
But also he hits on another point, if vehicles are basically made useless then so is AV and that is another class down the shitter |
Django Quik
R.I.f.t Orion Empire
394
|
Posted - 2013.05.03 11:47:00 -
[13] - Quote
I too am dedicated AV but I run swarms rather than the hulking mass that is a Forge Gunner. I have two methods depending on the tactics that the tanks present are using:
1) strap on my skinweave scout suit with an enhanced stamina mod (vigor and endurance skills to level 3), lvl 3 swarm launcher (no damage mods at all) and lvl 3 Exo AV nades (maybe lvl 3 fluxes but not often) and a standard nanohive. Run as fast and stealthily as I can to get either behind or above the tank, drop the nanohive and start spamming nades away. MLT tanks will usually die by the 3rd or 4th nade but almost all standard tanks (if driven by anyone with a brain) will manage to roll off well before their in danger. If the tank manages to get out of my throwing range, I get my swarms out and try to get a hit or two off before it disappears into the safety of cover.
The only time I can use this tactic to realistically solo a good standard tank (shield or armor - though armor is more susceptible) is if the driver has gotten into a silly position with very little cover or very difficult to escape from easily/quickly. I can't kill a really good tank like this solo, or even get remotely close.
2) B type assault with lvl 3 swarms and 3 damage mods, lvl 3 AV nades/fluxes. This I save only for really tough standard tanks or protos because it's about 80k isk and losing 3 means I make a guaranteed loss for the match. Usually I will still struggle to solo a decent tank in this fitting because they keep distance and tend to have good shield/armor reppers. A decent shield tank will be pretty much impossible for me to solo because swarms do barely anything to shields, especially with hardeners. My best chance is to get high into a position where I can pretty much see anywhere the tank is - this is only possible on one or two maps and only if the tank has been silly enough to get right out in the open. The grenades are just for if I somehow end up that close but the main tactic is just to spam my swarms as much as possible.
It's only the last couple of weeks or so that I've been thinking I really need to get proto swarms and even when I do, they will be reserved for only the special really tough tanks I can't take down using method 2.
Sometimes I wish I'd gone sentinel class, so I could get the free forge gun fit for those pesky shield tanks but I enjoy my mobility too much to spec into anything heavy.
From my perspective, I think AV and tanks are pretty balanced:
Anyone should be able to solo a foolish solo tanker in a bad tank with very little tanking SP investment.
Any average standard tank should survive one person AV nading it and be able to get away without dying but anything more (i.e. multiple people AV nading, or AV nades and swarms) and it should expect to die.
Any good tank should always survive a single person with no/few AV skills, no matter what the AVer does. If the good tank dies, it's likely because the driver did something stupid.
A good tank should be able to just about survive a single decent dedicated AVer if they are careful and sensible but said AVer should be able to at least scare the tanker enough to keep them hiding.
A really good tank should never fear a single AVer but obviously can never be too careful when anyone else could just bring out some extra basic (or even militia) AV to boost the attack.
This is probably the thing that I think needs to be toned down at least a little. I really don't think everyone should have access to AV for free from the very start. AV is a specialisation and should always be a conscious decision. If someone has a decent tank out that can't be killed by a decent AVer, a random blue-dot shouldn't just be able to bring out a free swarm launcher and tip the balance.
So yeah, there's my opinion - get rid of the swarm starter fit. I don't mind there being militia AV but not for free and not for everyone. That will make AV vs Tank more balanced
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Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
52
|
Posted - 2013.05.03 11:54:00 -
[14] - Quote
Hurm last proto tank i killed was sad really. they where above C on the Manus Peak. Circled behind them put down 6 boundless proxy mines and 6 of the F/a 2 or whatever there called proxy mines. Suicides and respawns with a Darkside swarm launcher and shoot's one volley of the swarms he backs up into the proxy mines and it was over.
but i get what's ya'll are getting at. it's the AV grenades i could of just as easily drop a hive and thrown AV grenades instead of doing all that setup with the proxy mines.
so let's try to get a base line of where av grenades should be? they seek so they do half the work for you, plus instant explosion on contact(no cooking needed) So there Mini hand held swarm launchers with autolock dumb fire mode. make the ones that seek do half the damage they do now? or split up grenades and AV nades into 2 separate skills ?
plenty of options to fix a minor problem. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
139
|
Posted - 2013.05.03 11:56:00 -
[15] - Quote
I tend to run around with Light AV, all three varieties (AV grenades, Proximity Explosives and Swarms all together or individually) are included on several fits of mine. I can eat LAVs and (to a lesser extent) Dropships, HAVs tend to be somewhat tougher though I think it is a mix of driver skill and IDKWTF.
Example, I was in a match the other night with a corpie when a guy brought out a HAV (Madrugar IIRC). So my corpie and I both go to task working on killing it. First time around, we get him into deep armor only to have him speed away (using the KB speed) well back behind the redline. If the KB speed wasn't different from the controller speed, he'd have been a wreck rather than safe behind the redline. To his credit, I will say that he did have a single infantry in support.
Second time around, I dropped a full load of Packed AV on him (all hit) and smacked him with 3 volleys of Advanced Swarms while my corpie was doing the same with Militia Swarms (I know, I know, but it is added DPS to my ADV) and he (once again) sped away only this time HE WAS IN 0 ARMOR AND BURNING AS HE ROUNDED THE CORNER which is when my last volley hit (giving hit markers just as it had on every other volley).
That HAV stayed in the spawn complex under their MCC for the rest of the match. I have no idea how he didn't pop the second time around.
I have the same opinion about HAVs that I do about Heavies, they need their Health buffed and their mobility nerfed. If a "track targeting" mechanic were to be included, this would only be a good thing. HAVs should be used for more than sniping ****, they need to be brought out with the knowledge that they could get into a sticky situation and speeding off behind the redline isn't going to save them. |
Django Quik
R.I.f.t Orion Empire
394
|
Posted - 2013.05.03 11:59:00 -
[16] - Quote
Ah yes, AV nades, this is another thing to address - the seek range is ridiculous, even on the ones that are supposed to have less seek range (is that the packed ones?). Drastically reduce the seek range, so you can't just lob an AV nade in the general direction and watch as it flies 90 degrees round to pull into the vehicle. Tone it down so that the AV nade has to pretty much exactly hit the vehicle and then it sticks. Hell, make them sticky grenades even!
However they do need to actually stick. Otherwise they'd bounce off and do no damage whatsoever and become completely pointless. |
J-Lewis
Edimmu Warfighters Gallente Federation
33
|
Posted - 2013.05.03 12:13:00 -
[17] - Quote
Sticky remote explosives would be nice too...
What? |
Sake Monster
The Tritan Industries RISE of LEGION
384
|
Posted - 2013.05.03 12:15:00 -
[18] - Quote
Django Quik wrote:Ah yes, AV nades, this is another thing to address - the seek range is ridiculous, even on the ones that are supposed to have less seek range (is that the packed ones?). Drastically reduce the seek range, so you can't just lob an AV nade in the general direction and watch as it flies 90 degrees round to pull into the vehicle. Tone it down so that the AV nade has to pretty much exactly hit the vehicle and then it sticks. Hell, make them sticky grenades even!
However they do need to actually stick. Otherwise they'd bounce off and do no damage whatsoever and become completely pointless. I really like the idea of "sticky" as opposed to "seeking" AV Grenades, but they also need to be tiered in regards to effectiveness. A militia tank is crap, and militia AV should be the same. Effectiveness for any Weapon/Item/Module/Vehicle is Dust should be determined by one's dedication to it through the spending of SP. CCP made a mistake when they equalized the stats on every item in the game. I remember the good ole' days when skilling into something actually provided a significant change, making the player more of a threat in their skilled areas. One can only hope CCP is returning to this model. |
Chunky Munkey
Amarr Templars Amarr Empire
410
|
Posted - 2013.05.03 12:48:00 -
[19] - Quote
As a disclaimer: I don't want to see tanks nerfed, they are as balanced as I've ever seen them. However the complainers about AV still need to HTFU.
I wouldn't say I'm dedicated AV, but at swarm proficiency 2, and maxed REs, I'd say I'm qualified to comment: You say you can solo even the best tank, I can too. But I doubt what you mean by "solo" really means solo. Any tank, on any ambush map has retreat options, and the high hp tanks can resist proto AV long enough to perform that retreat. To follow them, you will very likely have to expose yourself to enemy infantry, and I think it is that infantry response that really determines wether you can solo a tank or not.
Everbody, no matter how skilled, has encountered those matches where they just aren't going to be able to make the difference. It is those matches, where tankers are overconfident in their abilities, that they complain about everybody pulling out militia AV, or being chased around the map by someone in proto gear. When AV is on the receiving end of those stomps, even a squad of skilled & dedicated proto AV isn't going to cost anyone their tank. It becomes simply unrealistic to hold the , minimum, two, complimentary positions required to take down a half-intelligent tanker. |
SmileB4Death
Seraphim Auxiliaries CRONOS.
64
|
Posted - 2013.05.03 12:56:00 -
[20] - Quote
Yeah man, I'm not a dedicated AV player, such as yourself, but I'm well specced into AV. After looking at the enforcer stats, I'm debating on going into AV at all to be honest. I don't tank myself, can't drive them for sh*t. Seems if I run packed, and a squad member run flux's, that tanker will burn up fast. Add a nanohive and some cover, we just solo'd a proto... |
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Jason Pearson
Seraphim Initiative. CRONOS.
945
|
Posted - 2013.05.03 12:56:00 -
[21] - Quote
Chunky Munkey wrote:As a disclaimer: I don't want to see tanks nerfed, they are as balanced as I've ever seen them. However the complainers about AV still need to HTFU.
I wouldn't say I'm dedicated AV, but at swarm proficiency 2, and maxed REs, I'd say I'm qualified to comment: You say you can solo even the best tank, I can too. But I doubt what you mean by "solo" really means solo. Any tank, on any ambush map has retreat options, and the high hp tanks can resist proto AV long enough to perform that retreat. To follow them, you will very likely have to expose yourself to enemy infantry, and I think it is that infantry response that really determines wether you can solo a tank or not.
Everbody, no matter how skilled, has encountered those matches where they just aren't going to be able to make the difference. It is those matches, where tankers are overconfident in their abilities, that they complain about everybody pulling out militia AV, or being chased around the map by someone in proto gear. When AV is on the receiving end of those stomps, even a squad of skilled & dedicated proto AV isn't going to cost anyone their tank. It becomes simply unrealistic to hold the , minimum, two, complimentary positions required to take down a half-intelligent tanker.
Tanks aren't balanced, and you're not specialized in AV ;) Ambush is a different story, it is broken, has terrible matchmaking and always makes it terribly unbalanced (We've seen it, remember times when theres been 8 Seraphim against 1?)
Do you ever see me pull out a tank against people like Vortex? You've squadded with me, you've heard me when I say "I'm not pulling a tank out due to so and so on the other team" because he will solo me, because I am ****** if I start rolling a tank on the field against someone that has proto AV
What you need to be looking at is not the balance of pubmatches such as Ambush, but more at PC, where you have a fully coordinated team working together, with players running proto gear to win, it'll no longer be about ******* about and making ISK but it's srsbsns. You can say "Jase HTFU" but you won't have tankers backing you up in PC, because we'll be an expensive liability, you can't "protect" us from AV, we'll just be a distraction to be instasmashed, unless we stay up on a mountain sniping ofcourse, you'll love that ^_^ |
Vaerana Myshtana
Bojo's School of the Trades
805
|
Posted - 2013.05.03 13:00:00 -
[22] - Quote
Sake Monster wrote: Here is the kicker: I 100% AGREE WITH WHAT MANY OF THE TANKERS ARE SAYING.
They are currently far too easy to solo and/or harass into worthlessness in a battle. Hunting tanks is my favorite thing to do and would HATE to see them nerfed into being rail snipers from the redlines.
Again:
http://youtu.be/6qHL7jET8Gc
This is footage of a FGM-148 Javelin (1990s) completely obliterating a T-72 tank (1970s). This is essentially Advanced versus Standard in terms of generations. Why? The Javelin was the second generation of AV designed to kill T-72s, the first being the M47 Dragon.
Rules of believable AV:
Under optimal circumstances, a single AV user should be able to one-shot a tank of one meta lower.
Under optimal circumstances, a single AV user should be able to kill a tank of the same meta level without a nanohive.
When well implemented, Modules, Cover, and Infantry Screens negate the "optimal circumstances" for AV.
That said...
The current implementation of AV sucks. I'd be happy to see it revamped, provided the rules above hold.
My Observations:
Swarm Missiles fly in strange directions instead of just being fast and powerful. They should follow a believable ballistic with an understandable turn radius and should pack a serious wallop at the end. They should also miss vehicles that can get behind cover or dodge (not outrun- dodge) and they should be vulnerable to things like chaff and point-defense systems.
Forge Guns have no ADS- so even though they are capable of great accuracy, the sights often obscure targets smaller than an entire HAV. Partially exposed turrets, etc. can be very hard to pick out of the terrain.
Proximity Mines appear to have no IFF, so friendly tanks will blow them up.
AV Grenades have a reasonable punch, but it can feel like easy mode when the tanker wants to play Lone Gunman or gets too far away from his infantry screen. Seriously guys... Get backup gunners and an infantry screen.
Plasma Cannon - no clue. I'm guessing it will have similar issues, but who knows? |
Halador Osiris
Dead Six Initiative Lokun Listamenn
254
|
Posted - 2013.05.03 13:04:00 -
[23] - Quote
Sake Monster wrote:AV Skills: Weaponry 5 Forge Gun Operation 5 Forge Gun Proficiency 5 Heavy Weapon Sharpshooter 5 Heavy Weapon Sharpshooter Proficiency 5 Heavy Weapon Rapid Reload 5 Heavy Weapon Rapid Reload Proficiency 5 Heavy Weapon Ammo 5 Heavy Weapon Upgrades 3 Dropsuit Operation 5 (for the lower profile)
And always run 2-3 damage mods. Basically, I am designed to kill vehicles. You're the guy that takes 4/5 of my dropship's shields in one shot :(
At ~4328 EHP, that's ~3462 damage. |
Sake Monster
The Tritan Industries RISE of LEGION
385
|
Posted - 2013.05.03 13:04:00 -
[24] - Quote
Chunky Munkey wrote:As a disclaimer: I don't want to see tanks nerfed, they are as balanced as I've ever seen them. However the complainers about AV still need to HTFU.
I wouldn't say I'm dedicated AV, but at swarm proficiency 2, and maxed REs, I'd say I'm qualified to comment: You say you can solo even the best tank, I can too. But I doubt what you mean by "solo" really means solo. Any tank, on any ambush map has retreat options, and the high hp tanks can resist proto AV long enough to perform that retreat. To follow them, you will very likely have to expose yourself to enemy infantry, and I think it is that infantry response that really determines wether you can solo a tank or not.
Everbody, no matter how skilled, has encountered those matches where they just aren't going to be able to make the difference. It is those matches, where tankers are overconfident in their abilities, that they complain about everybody pulling out militia AV, or being chased around the map by someone in proto gear. When AV is on the receiving end of those stomps, even a squad of skilled & dedicated proto AV isn't going to cost anyone their tank. It becomes simply unrealistic to hold the , minimum, two, complimentary positions required to take down a half-intelligent tanker. You are correct, it is hard to define "solo'd" in Pub matches especially, because there are so many contributing factors as to why the HAV got destroyed. This is also why balancing based on Pubs is a terrible idea. Organized matches (corp battles and soon, PC) are truly the best places to judge balance in AV vs HAVs. I can tell you that, as a corp and with me being the only one running AV, there have recently been very few occasions where Tanks made much of a difference. I can easily hold off one or two well fit tanks through an entire match, completely by myself. That, to me, is a balance problem.
Also, it will be much more feasable to dedicate 2-3 people to AV with 16-man organized battles on the way. |
PAs Capone
The Tritan Industries RISE of LEGION
52
|
Posted - 2013.05.03 13:15:00 -
[25] - Quote
Munkey you'd be surprised how well he can solo tanks, plural. His fit is nasty and his itelligence as a player makes him capable to do so.
I personally hate to see tanks get the nerf hammer because I would hate to see the AV glass go away.
I would think that it would be relatively easy to supplement a solution, the "light AV" that was mention earlier, AV nades in particular make it relatively simple for anyone to be considered AV capable for next to no SP. Lowering their effectiveness, raising their SP cost, or removing them entirely would, I believe go considerably far in leveling the field.
In the end, we are still Beta testers. And as much as i hate that we are still in "Beta" I would rather see this game made right, then rused to appease the masses. And the best way I have heard it put, in regards to the constant nerfe, buff, nerf, buff, with widely varying ranges of effectiveness was this:
If I tell you to pick a number between 1 and 1000, and that after each guess i will tell you higher or lower. Your first logical guess should be 500. Effectively reducing half of the possible choices. And so on until you guess the correct number.
Now thing of initial buffs and nerfs, 500 being a large distance away from 1000 the impact seems drastic, but by doing it this way we are able to dial in to the right "areas of operation" with as few changes as possible.
Good post Sake. |
Sev Alcatraz
The Tritan Industries RISE of LEGION
263
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Posted - 2013.05.03 13:18:00 -
[26] - Quote
Vaerana Myshtana wrote:Sake Monster wrote: Here is the kicker: I 100% AGREE WITH WHAT MANY OF THE TANKERS ARE SAYING.
They are currently far too easy to solo and/or harass into worthlessness in a battle. Hunting tanks is my favorite thing to do and would HATE to see them nerfed into being rail snipers from the redlines.
Again: http://youtu.be/6qHL7jET8GcThis is footage of a FGM-148 Javelin (1990s) completely obliterating a T-72 tank (1970s). This is essentially Advanced versus Standard in terms of generations. Why? The Javelin was the second generation of AV designed to kill T-72s, the first being the M47 Dragon. Rules of believable AV: Under optimal circumstances, a single AV user should be able to one-shot a tank of one meta lower.Under optimal circumstances, a single AV user should be able to kill a tank of the same meta level without a nanohive.When well implemented, Modules, Cover, and Infantry Screens negate the "optimal circumstances" for AV.That said... The current implementation of AV sucks. I'd be happy to see it revamped, provided the rules above hold.
You do realize if you hit a t72 anywhere but the turret it wont explode? The 45o slope on the hull makes LAW and TOW rounds to explode prematurely. The javilin also uses a shaped copper charge to blast through the armour in the hopes of setting of the ammo or killing the crew. Also most teat like that the target vehicle is loaded with a few hundred rounds to simulate live rounds.
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
284
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Posted - 2013.05.03 13:29:00 -
[27] - Quote
He's right, though, it's super realistic and applicable to this situation. I mean, the T-72 probably has pretty much the same type of shield generators as our HAVs, and the plating is probably made from the same super dense rare-earth minerals. |
Vaerana Myshtana
Bojo's School of the Trades
808
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Posted - 2013.05.03 13:47:00 -
[28] - Quote
Sev Alcatraz wrote: You do realize if you hit a t72 anywhere but the turret it wont explode? The 45o slope on the hull makes LAW and TOW rounds to explode prematurely. The javilin also uses a shaped copper charge to blast through the armour in the hopes of setting of the ammo or killing the crew. Also most teat like that the target vehicle is loaded with a few hundred rounds to simulate live rounds.
First of all, the LAW and TOW are "Militia" in this system as they were designed for previous generations of tanks, not the T-72. Those should not one-shot a T-72.
Shaped charges with penetrators are pretty common for that generation of AV missiles. It does not negate the argument, as those are second generation after the T-72. The technology will change over time, but it will be designed to exploit whatever the perceived weaknesses of a given generation of tank might be.
Of course a target vehicle would carry live rounds or a substitute if you are doing an "optimal circumstances" field test.
It is also worth noting that tanks can, and do, catch fire. Not the ammo, not the fuel- the tank itself. The temperatures generated by shaped charges can ignite metals like aluminum (or even steel). This is magnified in aircraft where Aluminum and Magnesium are used extensively to save weight. Similar tradeoffs would likely have been made in New Eden:
"This tritanium alloy we used to increase speed could ignite if struck by a missile." "Yeah, but we have shields for that." |
Cody Sietz
The Tritan Industries RISE of LEGION
97
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Posted - 2013.05.03 13:47:00 -
[29] - Quote
J-Lewis wrote:Well, I know Swarms have been nerfed slightly. Yeah, truly makes me sad since I was the only one using proto swarms.
My tank killing setup is around 120-170isk (no AV nades, just locus incase I get ambushed) |
Vaerana Myshtana
Bojo's School of the Trades
809
|
Posted - 2013.05.03 13:50:00 -
[30] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:He's right, though, it's super realistic and applicable to this situation. I mean, the T-72 probably has pretty much the same type of shield generators as our HAVs, and the plating is probably made from the same super dense rare-earth minerals.
Funny.
AV technology is built in response to Vehicle technology.
That's why proto AV shouldn't one-shot a proto HAV.
The specifics of the technology don't matter, only the generations of the technology.
Humans have always found a better way to kill the other guy after the other guy finds a better way to not get killed. |
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