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CharCharOdell
Shining Flame Amarr Empire
223
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Posted - 2013.05.18 18:45:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=79086&find=unread
I would like to bring this to the attention of the CPM.
Basically, now we do even less damage and nobody asked for that. Not the tankers. Not the AV. As if we were not weak enough, already. We need a champion. We, the vehicle users of New Eden, need all you to band together and save us. Too many of those who used to tank and fly dropships have given up hope because CCP does not reward our play style. |
Nova Knife
Seituoda Taskforce Command Caldari State
1026
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Posted - 2013.05.18 18:51:00 -
[2] - Quote
From what I hear, the bonus was always 1% in uprising, the skill description was just wrong (Where have we heard that before, right?)
But honestly? I don't think turrets need to be affected by passives at all. They're strong enough as-is.
Aside from small blasters, pretty much all of the turrets can OHK most (Some can OHK all) suits in the game without any skill bonuses or damage mods. OHK weapons are icky, in my mind.
But then, turrets have been something that have been in a terrible place since day 1, and CCP has been fumbling in the dark with how to make them 'better' all the while making them worse. (Nerfs in the proper areas would have made them better, but every nerf/buff was in the wrong place)
Edit : My personal view 'optimal vehicle experience' has very little to do with the turrets. Personally, I'd make all the turrets weaker, Nerf AV slightly, and then revert to old HP. (This would make tank V tank battles take longer, and I think that's a good thing. Losing your tank in like 5s or less is not exciting)
In doing so, make their cost significantly cheaper. Vehicles shouldn't be something that massively change the scope of the battlefield, IMO. They should just be something people use, like a bigger dropsuit with more HP. (If people use them smart, they can dominate the battlefield still like with anything else) They should die fairly often but they shouldn't massively strain your wallet when they do. The 'benefit' of vehicles should come from their modules and things they use that infantry can't. (Mobile spawns, other Ewar when we get them, and so forth) Not being situationally 'unstoppable' killing machines which can go from 'unstoppable' to hilariously useless with just 1-2 determined dudes using the right gear. This would be a hard balance to achieve, but I personally despise the current vehicle dynamic and how obscenely expensive they can get for such a varied gain. |
Cass Barr
Red Star. EoN.
86
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Posted - 2013.05.18 22:46:00 -
[3] - Quote
Tablet typing sucks edit |
Djheffer
O.Q.R.D.
13
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Posted - 2013.05.19 15:18:00 -
[4] - Quote
I agree with Nova. While the one hit kill mechanic rewards accuracy, but it does feel really cheap. However, what would less direct damage and more aoe do to the missles and railguns? Heat sinks would be absolutly manditory for rails, and missiles would just become a spamfest at the ground... well I guess missiles would not change much lol.
Also, longer tank fights with more hp and less damage sounds awesome, but as it stands an advanced tank has a really hard time killing a proto tank, especially if they are same type weapon. If an advanced tank gets the jump on a proto its not so bad, but extend the fight time and that proto probably won't need much "real skill" to take out the weaker tank, even if the proto is a baddie and the advanced gets the jump. It would seem to me that the longer the fight is, the less skill required for the "better tank" if the gap stays as large as it is now between proto and advanced turrets.
Thoughts? |
Horizon Limit
Nexus Balusa Horizon DARKSTAR ARMY
17
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Posted - 2013.05.19 23:11:00 -
[5] - Quote
Proto tanks? Advanced tanks? Never seen one. There is nothing from lv.1 STD HAV till lv:1 enforcer HAV only 2.5 million SP to waste. I'm starting to be really bored of having to stay all the time near the red line, it's ridiculous that they give something to everyone for free (HP buff) and at the same time they manage to take away something to us (skills are quite useless), CCP is cheating. Edit: the only ones that have took advantage of this buff is infantry, now MLT LAV needs 2 shots to explode. |
CharCharOdell
Shining Flame Amarr Empire
223
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Posted - 2013.05.19 23:47:00 -
[6] - Quote
THE ROMAN GENERAL wrote:FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation.
Uprising PG and vehicle stat concerns were brought to the attention of the CPM before Uprising was released, but the CPM responded by saying that vehicle damage skills were too high, and that was the CPM's main concern, not the survivability of the vehicles themselves.
Infantry weapon damage (specifically AR and AV) needs to be reduced because it makes no since that a large blaster is nearly the same damage per minute as an AR. It should be no contest at all. And the breach proto forge does more DPS than a compressed particle cannon which makes NO sense. Id rather put one of those on my tank at this point.
However, tanks need a PG buff. This would fix a lot and make them more customize-able. Right now, every turret has ONE fit that works with it. In chromosome, every turret had a few commonly used and effective fittings. For example, you every turret and hull could be fit do go fast, kill tanks, kill grunts, take damage, or be general purpose. Now, it's mostly about taking damage and nothing else bc there isn't any PG to spare on anything except shields and plates.
About turret damage: other than the fact that infantry weapons are just as deadly against either vehicles or infantry (depending on the weapon), turret damage is okay. I like how long tank battles last now. Too bad the damage and PG reduction (as well as a speed nerf) hit shield tanks hardest. Now armor tanks are the ONLY tanks. In chromosome, shield tanks were best at long range and the GTFO-abilities, while armor were best for up close combat. It was pretty well balanced, actually. Can we just bring tanks back to their Chromosome glory, but with a PG buff (10%/lvl) and passive damage skills for the turrets returned, but keep the damage mods the way they are now.
The optimal AV vs Vehicle balance:
1 Proto Forge can keep 1 STD HAV from going 30:0 but cannot make him useless. 2 proto forges means he dies.
AV nades need to only do enough damage to push tanks back-not kill them. (reduce dmg of the advanced to 500)
AV vs Tanks needs to be balanced on PROTO vs STD because their are no true proto tanks but there is a lot of proto and adv AV. Until we get true proto Havs, AV needs to be nerfed- a lot. |
Djheffer
O.Q.R.D.
13
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Posted - 2013.05.20 00:22:00 -
[7] - Quote
Horizon Limit wrote:Proto tanks? Advanced tanks? Never seen one. There is nothing from lv.1 STD HAV till lv:1 enforcer HAV only 2.5 million SP to waste. I'm starting to be really bored of having to stay all the time near the red line, it's ridiculous that they give something to everyone for free (HP buff) and at the same time they manage to take away something to us (skills are quite useless), CCP is cheating. Edit: the only ones that have took advantage of this buff is infantry, now MLT LAV needs 2 shots to explode.
Totally forgot that we don't have access to the good tanks anymore lol. Well nvm my whole thing ^_^ |
Thor Odinson42
Molon Labe. League of Infamy
293
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Posted - 2013.05.20 00:29:00 -
[8] - Quote
I kill tanks now with fluxes and my MD. They don't scare me at all.
That means they are broken. They went from being invincible to being pretty darn weak. |
Nova Knife
Seituoda Taskforce Command Caldari State
1026
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Posted - 2013.05.20 01:00:00 -
[9] - Quote
@ Charchar :
I actually like the idea of large turrets being on par (or close) with infantry damage. A blaster might be on par DPS-wise, but that doesn't mean they need to have such huge damage per shot. They could reduce damage and increase ROF to keep the DPS but reduce the OHK factor.
Tiel Syysch made a proposal a few months back which was honestly the best fix to the vehicle/infantry dynamic anyone has put out. I asked him to revise and revamp it based on uprising numbers (That man is a spreadsheet hero and deserves so much love) I've asked him to post it on the forums for prominent vehicle users to critique when he's done, because I'm very interested to see what other people think of it.
Basically it goes along with what I said in my first post in this thread. Vehicles should really only be something people use, not something that dominates the battlefield just because of what it is. If the focus of the vehicles is not on hilariously powerful turrets (Ease of use is a separate issue entirely imo) because all of the turrets in the game except blasters will OHK infantry which is simply not really fun. It's way more fun to provide a "OH GOD RUN AWAY" factor than just "DAMNIT INSTANTLY DEAD AGAIN"
As far as AV nades go : I think the damage is honestly fine. The problem with AV nades is they restock waaaaay to quickly from nanohives and supply depots, and the throw distance is a bit too far. Change that and they instantly revert to the 'push back' role you suggested. (Unless you're lobbing them in a group, in which case the vehicle should be dying anyways IMO)
Edit : I do agree that the PG/CPU shafting is something that needs to change soonish. It's hard to fit anything on a tank when half of your fitting is taken up by your turret and you've still got 6 slots to fill :( |
CharCharOdell
Shining Flame Amarr Empire
223
|
Posted - 2013.05.20 01:18:00 -
[10] - Quote
On that note, before anything else changes (AV, turrets, speed, etc), can you start by asking CCP to give us back our PG to at least what it was prior to Uprising? 10%/lvl would be pretty fair, at least until we get proto vehicles, but most people would be happy to have the 5% PG/lvl back.
Also, railguns are pretty hard to use up close and only a few prodigies can use them very well once you get inside 50m, so if someone has the skill to account for charge up, travel time, and the speed of their target, they deserve a OHK. Same with missiles, but with missiles, I'd rather see an increase in spalsh radius and damage with a nerf to direct damage so it functions more as a suppression weapon that an infantry killer. The blaster is honestly fine where it's at, in my opinion, but increasing the fire rate and reducing the damage to where it matches the duvolle (kind of ridiculous that the duvolle is the same), would be fine, i suppose.
AV nades are the biggest threats to tanks right now due to their lack of skill to use, damage, and low cost. If i get killed by an issukone proto forge then alright, they invested themselves in its function so i do deserve to be killed by it, but getting killed by TAC ARS bc they have AV nades is ridiculous. That's 4500dmg in 3 seconds per person. Multiply that by 7 and you get 27,000 in 3 seconds. IF the damage were cut down to 1/3 (500 dmg, nade), itd be enough to make any smart tank driver GTFO, but not enough for any two or three people to solo a tank with grenades.
As I said before, AV vs Vehicle is skewed right now bc its balanced for proto HAVs that dont exist right now. There are only 4 solutions:
1: Nerf AV damage 2: remove adv and proto AV 3: add ADV and PROTO vehicles 4: buff vehicle base PG by 30%-50%
Any one of these would balance it out very well, but im not really happy about things getting nerfed bc thats what ruins this game on the first place.
A lot of people think i want to be going 30:0 with my tank and that is simply not the case for most of us. We'd rather be able to last more than (literally) 3 seconds on the front lines to provide support fire. Maybe adding the opposite of an enforcer would help this problem. Possibly, giving this specific tank a turret dmg reduction of 20% while buffing its base HP by 30% and its PG by 25% over its standard counterparts, so it doesnt kill tanks or infantry well, but it takes a huge beating.
Then possibly a third ADV class of HAVS which focuses on speed. 30% faster than their STD counterparts but with a very low base armor and shield rating, but untouched damage. A light tank, so to speak.
The true proto tanks would be the King TIgers of the battlefield with 5 high, 5 low, huge base PG, CPU, HP (in general), and the ability to go into a state of immobility while increasing range and damage, while also being as fast as their standard varients. Of course, these would be so expensive, that only the richest corps would deploy them and only the best tankers would be funded for them. That's what I see a proto tank as - truly unkillable by all but a full squad of proto AV or another proto tank...or an assault dropship. An appropriate price: 15,000,000/hull. The balance here is that nobody in their right mind would dare using these in all but the most important battles because they would take weeks to earn back if lost. |
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ladwar
Dead Six Initiative Lokun Listamenn
515
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Posted - 2013.05.20 01:28:00 -
[11] - Quote
so its clear CPM wants the TAR to beat all other weapons including HMGs at CQC, all turrets including scatter ion cannon, shotguns at CQC snipers at long range. great... welcome to TAR514. |
CharCharOdell
Shining Flame Amarr Empire
223
|
Posted - 2013.05.20 01:37:00 -
[12] - Quote
ladwar wrote:so its clear CPM wants the TAR to beat all other weapons including HMGs at CQC, all turrets including scatter ion cannon, shotguns at CQC snipers at long range. great... welcome to TAR514. It's quite obvious the TAR is ruining this game's variety. |
CharCharOdell
Shining Flame Amarr Empire
223
|
Posted - 2013.05.20 01:38:00 -
[13] - Quote
If tanks are not going to be buffed, they need a massive reduction in cost. Cut the turret cost by 75%, hull by 50%, and keep modules the same. Then tanks will punch within their ISK cost. |
Flawless Mirage
Valhalla Gardains
1
|
Posted - 2013.07.12 16:09:00 -
[14] - Quote
Nova Knife wrote:@ Charchar :
I actually like the idea of large turrets being on par (or close) with infantry damage. A blaster might be on par DPS-wise, but that doesn't mean they need to have such huge damage per shot. They could reduce damage and increase ROF to keep the DPS but reduce the OHK factor.
Tiel Syysch made a proposal a few months back which was honestly the best fix to the vehicle/infantry dynamic anyone has put out. I asked him to revise and revamp it based on uprising numbers (That man is a spreadsheet hero and deserves so much love) I've asked him to post it on the forums for prominent vehicle users to critique when he's done, because I'm very interested to see what other people think of it.
Basically it goes along with what I said in my first post in this thread. Vehicles should really only be something people use, not something that dominates the battlefield just because of what it is. If the focus of the vehicles is not on hilariously powerful turrets (Ease of use is a separate issue entirely imo) because all of the turrets in the game except blasters will OHK infantry which is simply not really fun. It's way more fun to provide a "OH GOD RUN AWAY" factor than just "DAMNIT INSTANTLY DEAD AGAIN"
As far as AV nades go : I think the damage is honestly fine. The problem with AV nades is they restock waaaaay to quickly from nanohives and supply depots, and the throw distance is a bit too far. Change that and they instantly revert to the 'push back' role you suggested. (Unless you're lobbing them in a group, in which case the vehicle should be dying anyways IMO)
Edit : I do agree that the PG/CPU shafting is something that needs to change soonish. It's hard to fit anything on a tank when half of your fitting is taken up by your turret and you've still got 6 slots to fill :(
H.A.V.s are exactly that, heavily armored vehicled. They are meant to inspire fear, in regular infantry and light vehicles. They aren't meant to go down with one hit, thats ******** and you know it. It makes no sense that an assault rifle should do more damage than a ******* tank's blaster/rail-gun/missile-turret; do modern A.R.s do as much damage as a modern tank? no, I don't think so, and this is far off into the future so..... yeah.
Quote: As far as AV nades go : I think the damage is honestly fine. The problem with AV nades is they restock waaaaay to quickly from nanohives and supply depots, and the throw distance is a bit too far. Change that and they instantly revert to the 'push back' role you suggested. (Unless you're lobbing them in a group, in which case the vehicle should be dying anyways IMO)
But, this is the part that really kills me; how can you truthfully say that the damage is fine?
Prototype, hell, advance A.V. Grenades can instantly kill any type of vehicle if it so much as one glances the at this point. |
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