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demonkiller 12
BetaMax. CRONOS.
14
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Posted - 2013.05.22 09:17:00 -
[61] - Quote
I only have 7mil sp and I want to spec into HAVs, is there one HAV racial that is easier to spec into SP wise? and what skills should i be focusing on? |
ladwar
Dead Six Initiative Lokun Listamenn
459
|
Posted - 2013.05.22 09:18:00 -
[62] - Quote
no. |
Breakin Stuff
Goonfeet
875
|
Posted - 2013.05.22 09:32:00 -
[63] - Quote
Since I got hosed in the Sp revamp and am now behind the power curve, how many shots is an ishukone assault taking to vape a tank?
Well-fitted counts only.
Random ****fits don't count.
One in five tank drivers fell into the brackets listed below: Most other tanks were fitted by someone who was wall-eyed and thought that militia BPOs should mean win.
gunnlogi in chromosome usually took 4. max tank with good module timing took 5. Max tank with an unholy genius behind the wheel, 6 or more.
madrugars were their own special ball of pain in the ass. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
|
Posted - 2013.05.22 09:45:00 -
[64] - Quote
EnglishSnake wrote:We need proto HAVs
i agree ccp need to stop putting us through the proto av grinder with standard gear im sure ill get banned for this statment 2 but tanks are the most worthless aspect in dust 514 they are so easy to destroy its laughable and im not just sayng this as a tank in the past 2 days ive been running adv swarms and nades on a mlt heavy ina lav ....seems to be more of a tank than tanks dmg dealt per battles ranges from 15k-90k and recieved rangers from 1-10 ...thats disgusting ...21/0 in a lav ...3 tanks destruction and a durp ship....tanking in this game is a giant joke. and the way ccp banns every tanker to get support for making them worth it i doubt they ever will be anything other than a joke |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
|
Posted - 2013.05.22 09:48:00 -
[65] - Quote
i agree with the 30/30 hardener timers...but oly if the caldari's speed were back to normal ....ninja spent a good portion of last night trying caldari havs on my character laughing at ccp...so stupid..if not ..all we will be seeingg in dust are armor tankers....it would take more than just the speed and making our res worth it...they would need to make the regen hasa point again...and give caldari havs a weapon that isnt pure ****. the missiles were dug from the bottom of a latrine |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
119
|
Posted - 2013.05.22 09:52:00 -
[66] - Quote
Trying to balance proto AV and turrets against standard hulls is a waste of time. Because they are not supposed to be balanced.
Give the tank drivers their toys and bring out the proto hulls, CCP.
Properly priced, of course. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 09:56:00 -
[67] - Quote
Nova Knife wrote: I feel sad that you think I don't tank :(
(It's true, in uprising I don't have HAVs trained because the LOLSP investments doubled for like everything, but before that I always had tank, dropship, and LAV skills pretty much maxed)
How would you make passive tanking Viable though, Bob? Is it the delay in recharge, or the low rate of recharge that is a problem? Would having vehicle versions of shield regulators help? Should vehicles have a delay at all? (No delay could excuse a low rate of recharge if that recharge is constant, and the modules to improve recharge became more attractive than a raw booster on a 'passive' setup) Though, there's a fine line between passive actually being decent and being better than active. Where would shield tankers put that line? (I usually tank armor)
As far as railguns go... I'd honestly want to see their range reduced. Not a lot, though. Maybe drop to like 300m since most other turrets seem to die off at 200m or so last I looked? They should still have the furthest range of any vehicle turret, but it shouldn't span pretty much the entire map IMO. Maybe have variants that are 'super ranged' but do less damage? (Thoughts on that?) But really, railguns struggle because you either hit or miss. To be honest, if the range issue is mitigated and 'hill sniping from across the map' becomes less of a thing, I'd like to see the massive splash radius come back for large turrets (4-5m for rails, matching their 'explosive' VFX and like 5-7m for missiles) The reason that was a problem in the past was because of the obnoxious damage that splash had with it. IF you buff the splash radius of both railguns and missiles (Since they both need it) but keep the damage relatively low (40-65 for rails, 90-115 for missiles, or around there) both will instantly gain back their 'usability' against infantry at close range without making them as hilariously broken as they were in the past. Splash damage should be used to 'whittle down', not to completely own everything.
Those numbers are something I'd rather see CCP play with a bit though tbh. Missile splash (For large turrets) might stand to be lower since the spread would likely all 'hit' with higher splash radius (Thus still owning everything even without directly hitting them)... railgun might need to be a bit higher because of the prohibitive nature and slow refire rate. It's possible the only rail that has 'problem' damage is the compressed variant (IIRC it has double, at like 225 splash at standard level) I'd honestly rather them spend like two weeks making a pass, where they have the lower numbers first and then the higher numbers, then after the second week decide which to keep. (A lot of stuff needs this done, tbh)
But those are the basic ideas of how I'd consider adjusting those turrets.
If the delay is recharge was a bit shorter prehaps. But the regen really needs to be higher. assaults have more cause of their 25% bonus and all we get is a 5% increase. Skill maxed. right now shield tanks stack every resist they can find just to be able to survive from an armor tank and it's somewhat broken repair system it seems and hardeners tht last 60 seconds.
As far as missiles go. Nerfing the directs damage by 100 and increasing the splash is probably the best or else you wll have a tank buster and infantry slayer. This allows it to focus on infantry.
The rail if you shorten the range by so much will likely make it useless unless it gets a damage buff. a serious one at tht. right now with 2 damage mods and a proto compressed rail my max damage is 2700. an armor tank with lets say 60 % 3 hareners and skills applied gave or take a few would only allow the rail do 1080 damageish along with its insane repair rate. making an armor tank win.
A solution to the rial would to make an enforcer varient tht increased the damage and range to your 300. This would make it where shield tanks get a bonus and have a chance to beat an armor tank alnog with a hardener icrease to 30 seconds even if it has a 30 sec cooldown.
these r my opinons as a shield tanker.
BTW u armor tank. I thought u used nova knives. hence the name. |
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CCP Eterne
C C P C C P Alliance
1690
|
Posted - 2013.05.22 10:58:00 -
[68] - Quote
Moving from General Discussions to Feedback/Requests. |
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BOZ MR
Internal Error. Negative-Feedback
163
|
Posted - 2013.05.22 11:01:00 -
[69] - Quote
BobThe843CakeMan wrote:Nova Knife wrote: I feel sad that you think I don't tank :(
(It's true, in uprising I don't have HAVs trained because the LOLSP investments doubled for like everything, but before that I always had tank, dropship, and LAV skills pretty much maxed)
How would you make passive tanking Viable though, Bob? Is it the delay in recharge, or the low rate of recharge that is a problem? Would having vehicle versions of shield regulators help? Should vehicles have a delay at all? (No delay could excuse a low rate of recharge if that recharge is constant, and the modules to improve recharge became more attractive than a raw booster on a 'passive' setup) Though, there's a fine line between passive actually being decent and being better than active. Where would shield tankers put that line? (I usually tank armor)
As far as railguns go... I'd honestly want to see their range reduced. Not a lot, though. Maybe drop to like 300m since most other turrets seem to die off at 200m or so last I looked? They should still have the furthest range of any vehicle turret, but it shouldn't span pretty much the entire map IMO. Maybe have variants that are 'super ranged' but do less damage? (Thoughts on that?) But really, railguns struggle because you either hit or miss. To be honest, if the range issue is mitigated and 'hill sniping from across the map' becomes less of a thing, I'd like to see the massive splash radius come back for large turrets (4-5m for rails, matching their 'explosive' VFX and like 5-7m for missiles) The reason that was a problem in the past was because of the obnoxious damage that splash had with it. IF you buff the splash radius of both railguns and missiles (Since they both need it) but keep the damage relatively low (40-65 for rails, 90-115 for missiles, or around there) both will instantly gain back their 'usability' against infantry at close range without making them as hilariously broken as they were in the past. Splash damage should be used to 'whittle down', not to completely own everything.
Those numbers are something I'd rather see CCP play with a bit though tbh. Missile splash (For large turrets) might stand to be lower since the spread would likely all 'hit' with higher splash radius (Thus still owning everything even without directly hitting them)... railgun might need to be a bit higher because of the prohibitive nature and slow refire rate. It's possible the only rail that has 'problem' damage is the compressed variant (IIRC it has double, at like 225 splash at standard level) I'd honestly rather them spend like two weeks making a pass, where they have the lower numbers first and then the higher numbers, then after the second week decide which to keep. (A lot of stuff needs this done, tbh)
But those are the basic ideas of how I'd consider adjusting those turrets.
If the delay is recharge was a bit shorter prehaps. But the regen really needs to be higher. assaults have more cause of their 25% bonus and all we get is a 5% increase. Skill maxed. right now shield tanks stack every resist they can find just to be able to survive from an armor tank and it's somewhat broken repair system it seems and hardeners tht last 60 seconds. As far as missiles go. Nerfing the directs damage by 100 and increasing the splash is probably the best or else you wll have a tank buster and infantry slayer. This allows it to focus on infantry. The rail if you shorten the range by so much will likely make it useless unless it gets a damage buff. a serious one at tht. right now with 2 damage mods and a proto compressed rail my max damage is 2700. an armor tank with lets say 60 % 3 hareners and skills applied gave or take a few would only allow the rail do 1080 damageish along with its insane repair rate. making an armor tank win. A solution to the rial would to make an enforcer varient tht increased the damage and range to your 300. This would make it where shield tanks get a bonus and have a chance to beat an armor tank alnog with a hardener icrease to 30 seconds even if it has a 30 sec cooldown. these r my opinons as a shield tanker. BTW u armor tank. I thought u used nova knives. hence the name. I think railgun should get a damage bonus, it is really hard to penetrate armor tanks as BoB said and 300 M range of railgun will make it absolutey useless hence swarm range is 400M lol. We are talking about a projectile that has 80GJ, it is nearly enough for it to leave earths orbit let alone going across the map. Blasters can't go that far since plasma dissolves into hot gas in air or vacuum after a distance.
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
104
|
Posted - 2013.05.22 11:26:00 -
[70] - Quote
BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
i agree with points 1,4,6,7
point 8: this is an issue on all AoE damages in the game, look at this
point 2: turrets are fine, nerfed damage allow us to battle each other with more "suspance", i agree with a buff of our efficiency in % on installations
point 3: not all AV are OP, only AV nades in my opinion, we need EW modules to disengage the lock on
point 5: i don't care of the DPS of a tac till they can't hurt me
point 9: they simply have to nerf the AV nades, i have much more problems throwing flux on a shield tank instead homing AV nades |
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ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
|
Posted - 2013.05.22 11:39:00 -
[71] - Quote
these missile fail epicly for bombardment the are useless..i think instead of the crappy bombardment missiles ccp should give caldai tanks a wide range built in passiv scanner ...wide range being more than the pathetic 100 m range im talking about a range to equate to the farthest redline sniper for a proto tank. then they should scrap they're missiles and make them swarm lock on missiles ...give them like a 40 or 50 m straight shot before the missiles vear towards targets make them av only...a caldari could trule post and lock on to av within his sensory range and fire missiles with equviliant tracking to swarms but with forge range to counter the rail gun on armor tanks effectively this aspect alone would keep me personally in love with missile tanks we should be the ultimate post av defence. ...also make scanner modules for vehicles boost that inate scan there should also be a skill tree entirely around the scanning abilities of the owner and the missile capabilities maybe a skill that allows the driver to fire a bit faster ..there is currently nothing i dust 514 that effects missiles fire interval |
Sylwester Dziewiecki
BetaMax. CRONOS.
79
|
Posted - 2013.05.22 12:31:00 -
[72] - Quote
- Gunners in you HAV need to be inform about modules that HAV have - If you are gunner and u see sniper fit gtfo.
- Gunner need to be aware when Pilot is activating Active Heat Sink, so he can manage his 'heatup' more cerful.
- Pilot need to be more aware where gunners is aiming, and gunners need to be aware where pilot is aiming - and I'm not telling about turret-direction on bottom icon, I'm telling about DOT on you screen in first person camera.
- Every Pilot need to be aware about overheat state of each turret on board - if he wish so, it could be optional - bound to button.
- Activating several modules need to be easier - today you can die on OB because you didn't manage to activate all modules in time - CCP need to create button that activate selected module without getting out from 'choosing module' radial window.
- Small Railguns role need to be reassigned - right now they suck against vehicle and structure because of 35% dmg modificator.
- Third Person Camera is pure magic, and it give HAV pilot advantage the he not supposed to have. I think that this camera should be replace with dron in future, dron that can be destroyed be Infantry to reduce HAV sigh of view.
- HAV should have more 'tactical' camera system - that not force HAV to move whole body just to look at corner, we should have 4 cameras at corners so we don't have to risk moving out from safe spot just to tell that we are now in danger situation for us.
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Mavado V Noriega
SyNergy Gaming EoN.
3247
|
Posted - 2013.05.22 12:39:00 -
[73] - Quote
BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
agree with most but dont buff any Rail dmg tank fights are actually GOOD now like they used to be, none of that previous 2 shot stuff having to hit someone multiple times and possibly working with another tanker to go on a flank while u keep the other busy promotes fun tactics and not just the dull 2 shot stuff that was in the last few builds cuz of the broken passive dmg bonuses.
AV nades need to have to cook them to activate the homing funtion imo Breach FG needs a nerf.....WAYY too much dmg and rails should be bumped back to the original lvl , ie proto rails 2K a shot
agree with shield hardeners been pushing for that for a while, also agree with passive shield regen |
Joseph Ridgeson
WarRavens
166
|
Posted - 2013.05.22 13:20:00 -
[74] - Quote
Fly Wheel. The damn thing is so slippery and you can turn off modules. I swear I have lost more Tanks since Uprising to the wheel slipping and me turning off a Hardener/Repper than to simply being in the wrong place at the wrong time.
Mild collisions should not wipe out shield. Running head first into a wall does less damage than simply going over a small bump.
A way of kicking players out of your Tank. There are plenty of times where I have called in a Missile Tank to take out other enemy Tanks or installations and been unable to recall because there is a blueberry who has welded himself to the passenger seat.
Something so only the person who called in the Tank can drive it. I am not upset when my Tank gets stolen because it costs me several battles worth of ISK and millions of SP; I am upset because I watch my Tank get blown up by Militia Swarm Launchers because the idiot driving my Tank is, well, an idiot and doesn't understand what I mean when I say "GET OUT OR AT LEAST ACTIVE THE MODULES!" |
sly Bandit
OSG Planetary Operations
7
|
Posted - 2013.05.22 13:27:00 -
[75] - Quote
Sylwester Dziewiecki wrote:
- Gunners in you HAV need to be inform about modules that HAV have - If you are gunner and u see sniper fit gtfo.
- Gunner need to be aware when Pilot is activating Active Heat Sink, so he can manage his 'heatup' more cerful.
- Pilot need to be more aware where gunners is aiming, and gunners need to be aware where pilot is aiming - and I'm not telling about turret-direction on bottom icon, I'm telling about DOT on you screen in first person camera.
- Every Pilot need to be aware about overheat state of each turret on board - if he wish so, it could be optional - bound to button.
- Activating several modules need to be easier - today you can die on OB because you didn't manage to activate all modules in time - CCP need to create button that activate selected module without getting out from 'choosing module' radial window.
- Small Railguns role need to be reassigned - right now they suck against vehicle and structure because of 35% dmg modificator.
- Third Person Camera is pure magic, and it give HAV pilot advantage the he not supposed to have. I think that this camera should be replace with dron in future, dron that can be destroyed be Infantry to reduce HAV sigh of view.
- HAV should have more 'tactical' camera system - that not force HAV to move whole body just to look at corner, we should have 4 cameras at corners so we don't have to risk moving out from safe spot just to tell that we are now in danger situation for us.
I like the stuff about the pilot and gunners working together, but the camera stuff I disagree with. I prefer to have a third person camera so when I'm getting hit by AV I don't accidentally backup/move towards the guy shooting my tank. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
68
|
Posted - 2013.05.22 13:58:00 -
[76] - Quote
Rei Shepard wrote:Groza Tragediya wrote:We need AV grenades completely removed from game. It allows any infantry member to have effective AV capability, which is complete b.s. We also need AV in general to cost more SP and isk. So your saying 4000 years in the future we lost the ability to manufacture World War 1 AV capable grenades? Quote:One reason why loads of infantry are carrying them is also because it's the best counter to free LAV spam. Take out Free Lav, spam fixed and now i dont need to arm myself with Av grenades just to counter idiot LAV drivers, because basically i am carrying them for LAV counters, HAV's are a bonus.
As i see it AV grenades are a way for the standard infantry to take out LAV with ease NOT HAVS !!! Right now driving around in an LAV is just as viable a way to get kills as actually shooting people. Nerf normal vehicles (not LLAV and scout) back to chromosome EHP level. Then buff HAV EHP or in some way nerf AV grenade damage or do something so that AV grenades aren't the primary way to kill a tank. When faced with a HAV bigger things such as swarms, plasme cannons (hehe) and forges needs to be taken to use to kill it not just AV grenades. So proto AV grenades shouldn't just be molesting HAVs but they should molest LAVs. Breach forge gun should give tanks such a shake that the drive gets scared and has to run. The bigger the opponent is the bigger toys you gotta bring out. LAV = Av grenades HAV =/= AV grenades but HAV = swarms, plasma cannons forge guns.
How this balanced can be obtained well i think everybody here have given quite a few suggestions to that |
Kharga Lum
Seraphim Initiative. CRONOS.
60
|
Posted - 2013.05.22 15:06:00 -
[77] - Quote
BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
1) yes. Very much. 2) Yes. 3) Not sure there should be a base resist to all HAV but a boost to the resist modules both passive and active. 4) Forge gun should be reduced instead of rail increased. 5) This needs to be very closely examined. In some cases I'd prefer a Tac Ar instead of small blasters. 6) YES!!!!!! 7) Passive regen is fine, the regen boost from the modules should be increased. Skill boost...maybe but I'd rather see the module boost. No one uses the modules so make them useful. 8) Small missile turrets do more splash damage then the large...w...t...f... 9) AV needs to be balanced from top to bottom. |
Hexen Trickster
Isuuaya Tactical Caldari State
20
|
Posted - 2013.05.22 15:15:00 -
[78] - Quote
We need the option to not have a main turret on our tanks
I want to drop the turret and slap on another plate with a MCRU and make a 'logi' tank |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 17:28:00 -
[79] - Quote
Mavado V Noriega wrote:BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers. agree with most but dont buff any Rail dmg tank fights are actually GOOD now like they used to be, none of that previous 2 shot stuff having to hit someone multiple times and possibly working with another tanker to go on a flank while u keep the other busy promotes fun tactics and not just the dull 2 shot stuff that was in the last few builds cuz of the broken passive dmg bonuses. AV nades need to have to cook them to activate the homing funtion imo Breach FG needs a nerf.....WAYY too much dmg and rails should be bumped back to the original lvl , ie proto rails 2K a shot agree with shield hardeners been pushing for that for a while, also agree with passive shield regen we need rails to do more damage as of now it takes way to long to hurt you and you can rep and have a **** ton of resistance on. while a shield tank has low health can't rep and does almost no damage to armor tanks. make an enforcer tank tht gives extra damage to rails. for shield tanks and u will have balanced the rail. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
189
|
Posted - 2013.05.22 17:44:00 -
[80] - Quote
LOOK AT ALL THESE GREAT IDEAS, CCP! |
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
102
|
Posted - 2013.05.22 17:49:00 -
[81] - Quote
Thought of another idea: Make it to where we can turn on more than one module at a time |
Vaerana Myshtana
Bojo's School of the Trades
950
|
Posted - 2013.05.22 17:52:00 -
[82] - Quote
BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
1) Sure, why not. 2) Maybe, I think the idea to trade damage for HP so it depends on the balance. 3) No. AV kills tanks. Don't expose your vehicle to AV. 4) I suppose the big ones should, but we're back to #2. 5) See #4 6) Okay. Not sure why this would be an issue. 7) Why? You already have less AV threats than armor tanks. 8) Splash damage of everything is a joke. Splash damage for RL stuff is much bigger. 9) Fair enough, provided the overall number of tanks dying stays the same or we get WP for damaging things. 10) I think CCP said they're coming back soon, not SOON(tm). 11) AV Grenades are close range. I'm fine with this, provided they fix the dang flight path of Swarms.
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
104
|
Posted - 2013.05.22 18:40:00 -
[83] - Quote
tanks need to be heavy, i mean attached to the ground, whenever you encounter something the tank rears |
Sylwester Dziewiecki
BetaMax. CRONOS.
79
|
Posted - 2013.05.22 20:38:00 -
[84] - Quote
sly Bandit wrote:Sylwester Dziewiecki wrote:
- Gunners in you HAV need to be inform about modules that HAV have - If you are gunner and u see sniper fit gtfo.
- Gunner need to be aware when Pilot is activating Active Heat Sink, so he can manage his 'heatup' more cerful.
- Pilot need to be more aware where gunners is aiming, and gunners need to be aware where pilot is aiming - and I'm not telling about turret-direction on bottom icon, I'm telling about DOT on you screen in first person camera.
- Every Pilot need to be aware about overheat state of each turret on board - if he wish so, it could be optional - bound to button.
- Activating several modules need to be easier - today you can die on OB because you didn't manage to activate all modules in time - CCP need to create button that activate selected module without getting out from 'choosing module' radial window.
- Small Railguns role need to be reassigned - right now they suck against vehicle and structure because of 35% dmg modificator.
- Third Person Camera is pure magic, and it give HAV pilot advantage the he not supposed to have. I think that this camera should be replace with dron in future, dron that can be destroyed be Infantry to reduce HAV sigh of view.
- HAV should have more 'tactical' camera system - that not force HAV to move whole body just to look at corner, we should have 4 cameras at corners so we don't have to risk moving out from safe spot just to tell that we are now in danger situation for us.
I like the stuff about the pilot and gunners working together, but the camera stuff I disagree with. I prefer to have a third person camera so when I'm getting hit by AV I don't accidentally backup/move towards the guy shooting my tank.
Den-tredje Baron wrote:I disagree with the enabling of the third person view but everything else sounds really cool The two things i think are the best is for the gunners to be able to see the modules of the tank they jump into. As you've said so they can time it when driver is using heat sink and such. And when it comes to activating several modules there are always a lot of slots left over in the fly wheel. Can't we get an option to in the fitting screen to make module clusters and then still in the fitting define where they go in the fly wheel ?? Like you set together a module cluster of 2 hardeners and 1 repper. Activating that will activate above and if it's already activated it'll do nothing to it. And of course you could set up multiply clusters like one with only hardeners, one with heat sink and other stuff whatever the driver would like. What i hate the most is that it feels like the modules get thrown into the fly wheel randomly. Would like to at least be able to set the repper to top, then 3 hardeners etc etc.
sly Bandit@ So basically you disagree with Dron idea as Third Person Camera because of how directional damage identification works. I think that this mechanic - that show you from with directional you just being hit - works perfectly for Infantry, but not for pilots. This mechanism has the disadvantage - It shows only 4 directions, it may work when you are Assault, and when you get hit you just hide somewhere for 5 sec till you shield go up. But when you are in HAV it doesn't work like that, you can not hide, directional damage identifications need to work perfectly for you. Today if you gonna be hit from the top, all 4 of them will blink showing you completely nothing, beside that you just were hit. To be 100% sure where is shooter you need to switch to Third Person Camera, rotate your slow as fack turret, and look for a shooter yourself so you will know where to run from him.
In previous build I was complaining about how much Swarm Launcher generate smoke, I was blinded by Militia Swarm Launchers. CCP took actions and reduce the smoke. Now Swarms generate less smoke, and I think that they not generate smoke at all 20-meter before they hit the target. It's good because Pilot is not blinded by them any more.
A lot of smoke had one advantage. When our hit detection system goes crazy, we could switch camera and tell clearly by just looking at smoke line tell from which direction it come to us.
Reducing amount of smoke, plus draw distance revealed defects of damage identification system. Actually each time when Assault Dropship is attacking my HAV I know this only by the sounds of DS itself or Small Missile Turret.
Den-tredje Baron@ I Like idea with choosing how your "fly wheel" looks like. I think that pilots should be able to customize them to suit they needs.
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Sylwester Dziewiecki
BetaMax. CRONOS.
80
|
Posted - 2013.05.22 21:31:00 -
[85] - Quote
BOZ MR wrote: 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
1) I'm starting to asking myself is it really needed? I can fit Madrugar with standard Blaster Turret, medium meta Armor Repair and 180mm plus 3 hardeners, and it's works. Real problems start when I want to fit 2x proto 180mm plus AR. CCP reduced PG because of vehicle that they did not yet implement to game - like Amarrian HAV. I would like to see those different types of vehicle instead of PG . 2) Turrets had to many dmg in previous build. HAV vs HAV battles were too quick. Sometimes you had no time to activate 2 modules, and BOOM. I like 1% dmg per level more. 3) In previous build my Suria HAV with all proto tank was dieing after 2-3 waves of proto Swarms. Recently someone suggested reducing Swarms range instead of they dmg, and I like this idea more. Right now you can claim on the mountain with Swarms and control LAV movement on half of the map. I would like to see Swarms moving in two directions:
- Close range swarms, that are ideal for controlling/defending null-cannons - they are characterized by fast missile speed.
- Long range swarms, ideal for mountain climbing, but they are characterized by slow missile speed.
4) Railguns are dealing more damage than a handheld forge gun. I can take down Bolas with 4-5 shots with my adv. Railgun Madruger, there is no chance that adv. Forge gan can do same. Just look at Heavy dropsuit, you not gonne fit much dmg mods on it, and I have 5 low slots with I can use to fit dmg mods. There is no chance that any Forge Gun can out dps me. 5) Incorrect comparison, you are sitting in a warm while guy with TAR must get wet outside.. TAR require gently adjustment - not a nerf that will dig him 2 meters underground. 6) Active Shield Resistance module are meta 1 items, so expect that in future you will see more of them. Meta 1 items is crap, it's like militia stuff. So I think that those ASR modules are so bad, 30% resistance for nearly no-skill requirements? They are amazing. 7) I have no opinion on this. 8) Splash radius is ok. Aiming with missile is broke. Sometimes when you have target in front of you, and he is not moving, you aiming his body with big red dot, half of missile that you shoot pass target - it's look like you had two batteries of missile and they are never focusing fire on red dot, it's look like they are solid, and occasionally just one of them are hitting small target. Beside that Small Missile Turrets got in this build same modifier as Large Missile Turret at shooting Structures/Vehicles - 68-88% on shield and 120-180% on armor(If you are hitting vehicle weak point, with higher mod). Big splash radius is good for newberry. 9) Why not - if CCP implement more types of grenades, because right now it sounds like splitting Assault Rifle just because firing mode. |
Nova Knife
Seituoda Taskforce Command Caldari State
1017
|
Posted - 2013.05.22 21:32:00 -
[86] - Quote
I love almost all of sylwester's bullet points except for the last two.
I agree that the third person camera does give too much intelligence. It makes it super hard to get snuck up on by people trying to bomb you with RE's, and anyone who gets in that range in general is easily seen.
Dust is a first person game, and I honestly think that the camera should stay in first person for all vehicles (Including dropships, but dropships need some serious love before they can be viable like that) LAV and HAV first person cameras are both functional, and allow the driver to look around freely (Yet don't give an almost omnidirectional sense of sight for free)
That creates a specific weakness in vehicles (Line of sight) and it is absolutely necessary IMO, as it then requires you to communicate with passengers and gunners to know where you are being shot from, as well as communication from your teammates elsewhere.
I should not be able to avoid an ambush because 3rd person camera let me see someone that first person would've made me miss. Or at least, I think so. That does give AV yet ANOTHER advantage over vehicles, and I'll admit they don't really need more advantages atm... but in a perfect world where there's actually a balance between the two... Third person camera should die.
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Draxus Prime
BurgezzE.T.F Orion Empire
591
|
Posted - 2013.05.22 22:27:00 -
[87] - Quote
hey nova whens the next cast514? |
Nova Knife
Seituoda Taskforce Command Caldari State
1018
|
Posted - 2013.05.22 22:38:00 -
[88] - Quote
Draxus Prime wrote:hey nova whens the next cast514?
Whenever Grideris is not busy doing whatever it is australians do when they aren't on the internet.
Just waiting on him to be available to record it, we have one planned. |
Draxus Prime
BurgezzE.T.F Orion Empire
592
|
Posted - 2013.05.22 22:52:00 -
[89] - Quote
Nova Knife wrote:Draxus Prime wrote:hey nova whens the next cast514? Whenever Grideris is not busy doing whatever it is australians do when they aren't on the internet. Just waiting on him to be available to record it, we have one planned. i heard u live in canada where in canada? im from Nova Scotia |
Noc Tempre
Imperfects Negative-Feedback
1589
|
Posted - 2013.05.22 23:34:00 -
[90] - Quote
BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
Vehicle roles are too narrow to have such wide gaps in proficiency.
6) Max skilled shield tanks should passive tank 1 standard AV weapon all day in an infinite ammo situation. |
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