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Garrett Blacknova
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2989
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Posted - 2013.05.15 19:05:00 -
[1] - Quote
You want your tank to have more HP at the cost of speed.
Have you heard of "Armour Plates" yet?
They're wonderful things, take up a low slot. They give you extra HP at the cost of speed. Check them out sometime. |
Garrett Blacknova
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2991
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Posted - 2013.05.15 19:39:00 -
[2] - Quote
Zero Harpuia wrote:Garrett Blacknova wrote:You want your tank to have more HP at the cost of speed.
Have you heard of "Armour Plates" yet?
They're wonderful things, take up a low slot. They give you extra HP at the cost of speed. Check them out sometime. I don't want 'my' tank to have more EHP in exchange for speed. How about you read the entire OP before you try to feed your like received e-peen? Oh, I'm sorry. I wasn't intending for that post to be taken seriously.
I'm kind of overdue on sleep right now. I'm sometimes a bit more stupid than usual in this state. I'll try and have a more sensible reply for you later. And yes, I did read the whole post, but I'll admit I'm a bit hazy on the details right now, which is why I didn't give you a sensible reply yet. |
Garrett Blacknova
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3004
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Posted - 2013.05.16 01:49:00 -
[3] - Quote
I'm back, and this time, I've had a chance to actually get some rest. Unfortunately, not as much as I'd have liked, but anyway... I feel conscious again. So... Re-reading OP.
Zero Harpuia wrote:OHMYGODHEUSEDTHETWORD. Head for the hills!
In all seriousness, I just want to start some tank players and AV players chatting about the average speed of the HAV. I find it to be a bit fast, and if they decided to add some HitPoints to them in exchange for some speed, I'd like that. Thing is, I'm not a tank pilot anymore, nor am I the Forge Gunner I used to be, so I have no say in the matter beyond 'that guy that got gun down by a tank that one time' so lets get the ball rolling.
Or at least, can we discuss the uses of Stasis Webbifiers in the context of DUST514? Maybe Equipment, maybe a vehicle module? A mine? A repair tool like device? A sidearm? To be fair, average speed isn't significantly different from the average speed of a real-world tank. And the top speed you can get with a speed-tanked HAV isn't much different from the best a real-world tank can manage. But in saying that, game balance does need to be considered. Webifiers have been sort-of confirmed, and it's been hinted that they'll be Equipment (something beginning with "W").
If a Webifier is an equipment item that functions like the Repair Tool, I'd be VERY interested in seeing it used in battle. Get in close, lock on, and the enemy tank is slowed down massively (reduced movement, turret turn rate, fire rate, shield regen, everything). But you not only have to get close, you have to STAY close, making it a very risky option. Leave the enemy tank exposed to your team's AV weapons - or maybe toss an AV grenade then Web before they can outpace the blast.
The other possibility is that they make Webifier mines that have a limited duration effect once activated, whether remote triggered or Prox. This would probably be more user-friendly, but I'd prefer to see a more squad-based approach with an active Equipment item.
Although I do think I was onto a legitimate point in my less-than-coherent state before - giving us the freedom to choose speed tanking over HP tanking is an important option - buffing your speed and using that to be a difficult target SHOULD be a viable option, particularly if/when Enforcers become a viable option. They're designed to be low-defense high-attack. Why not use the passives in place of damage mods, then speed-tank so you're a fast-moving, hard-hitting platform that dies as soon as someone gets a line on you? Allowing for a greater variety of options isn't a bad thing. |
Garrett Blacknova
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3016
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Posted - 2013.05.16 04:26:00 -
[4] - Quote
Zero Harpuia wrote:CharCharOdell wrote:With speed governors removed, the M1A2 Abrams travels up to 100km/hr. Tanks on this game have less speed and armor than they should. Do not introduce webifiers BC that'll kill tanks ability to get away and with 6000HP, they'll be obsolete. Until we have tanks that can fit 10,000 HP and reppers/boosters, webifiers cannot be added; nor can speed be reduced AGAIN. Those of us whostill tank barely manage to keep our vehicles alive when there is ANY AV around. We need speed. We need more speed if we cacan't have HP. Your argument against having webbifiers is that they'd get you killed? That's kinda the point. In EVE we have tacklers who are supposed to bum rush a target and put a 'point and web' on them, which means they need to put a point of Warp Scrambler on the target along with a Stasis Webbifier to prevent the target from warping out and flying freely. If the enemy is coordinated enough to do such, you deserve death, and you deserve it swiftly. To put it in DUST terms if you let an infantry guy stroll up to you and web you, you deserve to be shelled into the ground. This module probably won't even give any kind of WP if DShips are anything to go by so the only people using them will be the same that use DShips: those that want to win/have a deepseated hatred of tanks. In short, we need these tools to help kill you. Saying we don't need them because they'd help kill you is mildly dumb. At the moment, you DON'T need those tools to kill tanks.
That's the problem. If and when we get Webifiers, tanks will need something extra to balance them out. |
Garrett Blacknova
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3019
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Posted - 2013.05.16 05:08:00 -
[5] - Quote
Zero Harpuia wrote:Don't tanks have afterburners? Not if they want to survive more than one Forge Gunner. |
Garrett Blacknova
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3024
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Posted - 2013.05.16 06:03:00 -
[6] - Quote
Zero Harpuia wrote:Garrett Blacknova wrote:Zero Harpuia wrote:Don't tanks have afterburners? Not if they want to survive more than one Forge Gunner. I'm not quite getting it. They'd need the afterburner to counter stasis, but to nullify the possibility of being webbed they'd need to give up something, in this case armor. It seems fair enough to me. Tangentially related, how many Forge Gunners is a tank supposed to be able to survive? A well-fitted tank with gunners should be a fair fight against 3 equal-tier AV players. Without gunners, it should be a credible threat against a lone AV player. With an afterburner, you don't gain enough speed to actually make yourself a difficult target for a Forge Gunner, and still can't outrun Swarm Launchers, so it's not worth using them.
The best counter for a Webifier is to not get caught. Having extra speed at the cost of armour probably won't balance out even if there's something that can drastically slow you and increase the value of speed. |
Garrett Blacknova
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3026
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Posted - 2013.05.16 06:13:00 -
[7] - Quote
Zero Harpuia wrote:Garrett Blacknova wrote:Zero Harpuia wrote:Garrett Blacknova wrote:Zero Harpuia wrote:Don't tanks have afterburners? Not if they want to survive more than one Forge Gunner. I'm not quite getting it. They'd need the afterburner to counter stasis, but to nullify the possibility of being webbed they'd need to give up something, in this case armor. It seems fair enough to me. Tangentially related, how many Forge Gunners is a tank supposed to be able to survive? A well-fitted tank with gunners should be a fair fight against 3 equal-tier AV players. Without gunners, it should be a credible threat against a lone AV player. With an afterburner, you don't gain enough speed to actually make yourself a difficult target for a Forge Gunner, and still can't outrun Swarm Launchers, so it's not worth using them. The best counter for a Webifier is to not get caught. Having extra speed at the cost of armour probably won't balance out even if there's something that can drastically slow you and increase the value of speed. Then what should tanks have to balance it out? I'd be fine with giving them more HP, but as I said before they'd better pay for their EHP with speed. As IWS stated, AV players are just not a credible threat to a tank because they can book-it back to redline sweet redline before they can be finished off unless you get two firing linked shots or more than two just firing at will. And honestly, two coordinated SuperSpaceRPGs ought to be enough to kill a tank. To be honest, make it risky to use a Webifier.
Make it an active equipment item like I suggested instead of something you can just drop and wait for a tank to run into.
Have a Webifier "tool" that you have to get within range for, and keep the beam on the tank to keep it stalled. One player holds the tank, another kills it.
Or make it so Webifiers have an effect that scales with the size of the target, so a tank will be slowed less, and a Scout will basically be immobilised. |
Garrett Blacknova
Codex Troopers
3026
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Posted - 2013.05.16 06:16:00 -
[8] - Quote
Zero Harpuia wrote:Iron Wolf Saber wrote:My only real issue with fast tanks is the inability to kill them in the window they make themselves to be shot at, repping up to full and they're back out causing mayhem again.
Alas I seriously wished LAVs had mine layers to counter that. This is the biggest problem I've noticed. Guy swaps to AV,scares the tank off, and the tank is back within a minute; less if he doesn't wait for cooldowns. The 'cowardly tank' as I've come to call them needs a counter in the form of webs. The AV guys I talk to get really steamed over not really getting anything for deterring vehicles while the vehicles get tons of kills from the nonAV guys or the AV guy himself if he gets too brazen. Too many 'big one that got away' stories, if you ask me. Also, didn't there used to be a damage thing? I remember WAAAAAAAAAAAAAAAAAAAAAAAAY back in the first build you got points for damaging tanks, turrets, even the MCC. We need that back... except for the MCC one. I miss damage WP.
They ticked over as you hit certain damage thresholds though, rather than being based on how much damage you, personally, dealt to the vehicle. If they made it so dealing X damage to a single vehicle within Y seconds gave a small WP bonus, that would be great.
EDIT: And reduce (slightly) the points awarded for killing vehicles to compensate for the damage award. |
Garrett Blacknova
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3026
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Posted - 2013.05.16 06:20:00 -
[9] - Quote
Zero Harpuia wrote:Can't count the number of times I've surfed a tank. As a shotgunner, this never ends well. I had a Shotgun duel on a tank once.
Was that you? |
Garrett Blacknova
Codex Troopers
3027
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Posted - 2013.05.16 06:27:00 -
[10] - Quote
Zero Harpuia wrote:Garrett Blacknova wrote:Zero Harpuia wrote:Can't count the number of times I've surfed a tank. As a shotgunner, this never ends well. I had a Shotgun duel on a tank once. Was that you? If he was a mildly braindamaged Minmatar Basic, then that was indeed me. Was running AV grenades to see what the whole OP fuss was about. Ran out way before the Tank ran low on shields and he was getting a bead on me, so jumping on top seemed the only sensible thing to do. ...WOW that sounds stupid when you say it out loud. Tried to jump a tank armed with grenades and ended up riding it. No, I mean I was on top of a friendly tank, there was an enemy also on the tank, and we both had Shotguns.
I had been a gunner, but when I realised neither of us could get a line on our raspberry passenger, I joined him. Had a good few seconds of trying to get the driver to move his turret out of the way so I could get a clear shot. |
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Garrett Blacknova
Codex Troopers
3027
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Posted - 2013.05.16 06:42:00 -
[11] - Quote
Zero Harpuia wrote:Not sure. I remember things like that happening, but I can't read the neon names on my Lo-Def. BTW is it just me or do you need to lead the shotgun a tad, I swear I'm either missing or the bullets disappear into the ether when I'm too close.
On Webby topic, I hope they add them sooner than later, regardless of what speculation we make such a thing should have been tested during the beta period. Hit detection is managed server-side, so you need to lead your shots with regard for your latency.
You can get a decent measure of how far to lead by watching your ammo counter. First thing I usually do when spawning in at the beginning of a game is fire a couple of shots and watch when my ammo counter goes down. If it's near-instant, I aim at my targets, if there's a slight delay, I aim where I expect the target to be with that delay. It's not perfect, and ping isn't 100% stable throughout the match, but it usually gives a reasonable baseline to work with. |
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