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BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 11:49:00 -
[1] - Quote
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) Resistance of tank hulls should be increased againt AV by at least 35%. 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. 5) Scattered Ion Cannon's DPS should be at least 2x of 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 P.S. We want Surya and Sagaris back. |
EnglishSnake
Zumari Force Projection Caldari State
1095
|
Posted - 2013.05.21 11:52:00 -
[2] - Quote
We need proto HAVs
|
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
315
|
Posted - 2013.05.21 11:55:00 -
[3] - Quote
You need fancy Amarri HAV's |
Groza Tragediya
Opus Arcana Orion Empire
130
|
Posted - 2013.05.21 11:58:00 -
[4] - Quote
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. |
Jason Pearson
Seraphim Initiative. CRONOS.
1250
|
Posted - 2013.05.21 12:00:00 -
[5] - 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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. 5) Scattered Ion Cannon's DPS should be at least 2x of 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 P.S. We want Surya and Sagaris back.
Whilst I agree with some, 4 and 5 need to be addressed.
Instead of buffing any turret damage, the Forge needs to be brought back into line with the rail. A Proto Forge should not be able to deal higher damage than a proto rail.
Scattered Ion Cannons do not need a buff, the Tac may need a nerf, as many Infantry players have called out for. Also on the topic of Ion Cannons, they need a drawback for the additional damage it gives out. Compressed Blasters and Standard Blasters are worthless. Raise the Damage of Compressed (As its current is a joke) and perhaps give Scattered more heat per shot. |
Arkena Wyrnspire
Turalyon Plus
356
|
Posted - 2013.05.21 12:05:00 -
[6] - Quote
AV grenades are too effective. Every other AV weapon sacrifices significant anti-infantry capability in order to damage tanks. AV grenades don't, and they're too spammable. They should need some priming time before throwing, for example. I don't think they need significantly less damage, though I think they should have a damage reduction, but the ability to spam them absolutely needs to go.
One reason why loads of infantry are carrying them is also because it's the best counter to free LAV spam. |
Rei Shepard
Spectre II
273
|
Posted - 2013.05.21 12:07:00 -
[7] - Quote
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? |
ReGnUM Public Relations
Imperfects Public Relations
294
|
Posted - 2013.05.21 12:07:00 -
[8] - 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:09:00 -
[9] - Quote
ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. |
Tiluvo
Digital Mercs
75
|
Posted - 2013.05.21 12:10:00 -
[10] - 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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) Not a bad idea, don't know why CPU skill wasn't changed if they wanted to get rid of the bonus. 2) Are you refering to the turret skill nerf? 3) AV destroys vehicles, that's what its made for. 4) Yes they should. 5) Does it need to be higher than an AR? Yes. Double? Debatable. 8) Yes. P.S. They're coming back. + AV 'nades have shorter range, worse seeking, and lower ammo than swarms of the same level. |
|
ReGnUM Public Relations
Imperfects Public Relations
294
|
Posted - 2013.05.21 12:12:00 -
[11] - Quote
BOZ MR wrote:ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. Sorry I'm just really bored. Anyways did you fly competitively and play for a clan.
Lastly, I can't talk about tanks cause I'm not a tanker |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:15:00 -
[12] - Quote
ReGnUM Public Relations wrote:BOZ MR wrote:ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. Sorry I'm just really bored. Anyways did you fly competitively and play for a clan. Lastly, I can't talk about tanks cause I'm not a tanker I'm member of 187 in BF3 and love blowing tanks with A-10 worthog. Yes I'm not bad at jets. |
ReGnUM Public Relations
Imperfects Public Relations
295
|
Posted - 2013.05.21 12:19:00 -
[13] - Quote
BOZ MR wrote:ReGnUM Public Relations wrote:BOZ MR wrote:ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. Sorry I'm just really bored. Anyways did you fly competitively and play for a clan. Lastly, I can't talk about tanks cause I'm not a tanker I'm member of 187 in BF3 and love blowing tanks with A-10 worthog. Yes I'm not bad at jets.
Oh you're a rush jet scrub. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
100
|
Posted - 2013.05.21 12:22:00 -
[14] - Quote
Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's buff, nerfing us again), or taking away the AV weapon's buff, and making the resist 5% per lvl instead of 2%. Plus, either the requirements for PG needs a reduction, or like EVERYONE has been saying, change back the PG skill. Next is those AV nades. Get rid of them, or cut their damage in half, and get rid of their homing for the regular and packed AV nades. keep it for the sleek though. Actually, changing the sleek's name to the regular, and getting rid of the other two would be perfect. It is the only one in my eyes that are balanced. Buff the efficiency of reppers (not plates), as I can't rep tank my HAV, which is what I used to do in EVE, and I assume people still do. Lastly, allow me to shoot down swarms. This would make AV perfect in my eyes.
Peace, Godin |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:25:00 -
[15] - Quote
ReGnUM Public Relations wrote:Oh you're a rush jet scrub. Not exactly, Our clan is a rush so I play rush jet when I am playing with them. Other than that I play hardcore cq jets. |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:25:00 -
[16] - Quote
Godin Thekiller wrote:Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's buff, nerfing us again), or taking away the AV weapon's buff, and making the resist 5% per lvl instead of 2%. Plus, either the requirements for PG needs a reduction, or like EVERYONE has been saying, change back the PG skill. Next is those AV nades. Get rid of them, or cut their damage in half, and get rid of their homing for the regular and packed AV nades. keep it for the sleek though. Actually, changing the sleek's name to the regular, and getting rid of the other two would be perfect. It is the only one in my eyes that are balanced. Buff the efficiency of reppers (not plates), as I can't rep tank my HAV, which is what I used to do in EVE, and I assume people still do. Lastly, allow me to shoot down swarms. This would make AV perfect in my eyes. Peace, Godin QFT +1 |
Vermaak Doe
SVER True Blood Unclaimed.
730
|
Posted - 2013.05.21 12:29:00 -
[17] - Quote
1, 2 and 6 are more than enough. I disagree with 7 only because it's an advantage armor doesn't have anything to compensate for it with. |
Laheon
Osmon Surveillance Caldari State
583
|
Posted - 2013.05.21 12:31:00 -
[18] - Quote
I think the ratios between the AV weapons are a bit ridiculous. AV grenades make no one want to spec into FG or swarms, except for the range bonus. IMO, a standard tank (properly tanked) should require two or three proto forge gun hits to destroy, or 7-8 AV nades. This number is actually viable as it only takes three people spamming them to destroy said tank in mere seconds, and as you have six in a squad... It still makes any tank rushing in on a position suicide, or any tank trying to solo suicide, but it gives the tank enough HP to survive a couple of people trying to suicide kill the tank.
Swarms should be somewhere between the two, as should plasma cannons, because they're dedicated AV. |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:32:00 -
[19] - Quote
Vermaak Doe wrote:1, 2 and 6 are more than enough. Would you mind explaining why? |
Tiluvo
Digital Mercs
75
|
Posted - 2013.05.21 12:34:00 -
[20] - Quote
BOZ MR wrote:[quote=Godin Thekiller]Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's
It does more than negate it. Weapon did 100 damage per hit before buff, now does 110. 10% of 110 is 11, weapon does 99 damage with resist applied. |
|
RedRebelCork
Ahrendee Mercenaries
70
|
Posted - 2013.05.21 12:36:00 -
[21] - Quote
Effective turrets. I don't play HAVs, but I've jumped in a few and the turrets were awful. The missiles in particular seem to go madly astray from where the cross-hair is pointed. |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 12:36:00 -
[22] - Quote
Vermaak Doe wrote:1, 2 and 6 are more than enough. I disagree with 7 only because it's an advantage armor doesn't have anything to compensate for it with. Armor reppers are much better than shield boosters. |
Sir Meode
Seraphim Initiative. CRONOS.
556
|
Posted - 2013.05.21 12:37:00 -
[23] - Quote
I dont know where to start so im just going to /facepalm |
Iron Wolf Saber
Den of Swords
4490
|
Posted - 2013.05.21 12:38:00 -
[24] - Quote
/me watches the arguments and gets some beef jerky. |
Groza Tragediya
Opus Arcana Orion Empire
131
|
Posted - 2013.05.21 12:45:00 -
[25] - Quote
AV that isnt cheap on lock on through walls would be a welcome addition. |
Laheon
Osmon Surveillance Caldari State
583
|
Posted - 2013.05.21 12:48:00 -
[26] - Quote
Groza Tragediya wrote:AV that isnt cheap on lock on through walls would be a welcome addition.
For a second, I thought you were suggesting that AV lock on through walls... |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
100
|
Posted - 2013.05.21 12:53:00 -
[27] - Quote
Tiluvo wrote:BOZ MR wrote:[quote=Godin Thekiller]Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's It does more than negate it. Weapon did 100 damage per hit before buff, now does 110. 10% of 110 is 11, weapon does 99 damage with resist applied.
Your seriously saying that 1 full damage is worth the nerf? your out of your mind, or not a pilot..
Peace, Godin |
The Attorney General
ZionTCD Unclaimed.
7
|
Posted - 2013.05.21 12:54:00 -
[28] - 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 againt AV by at least 35%. 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. I am on the fence about the PG skill. Right after uprising launched I was all pissed off about it, but in the end it hasn't really affected my fits that much. You just have to make a couple of compromises in fitting. Not the end of the world, doesn't make tanks worthless either. Shield tankers have it easier in this regard, because they can slap PG extenders in the lows. Armor has to give up a tank/hardener slot.
2. Absolutely.
3. Heck no. That is complete overkill. What really needs to be done is remove the stacking penalty from the first resist module. There is no reason for my first armor hardener to take a penalty because I have a 10% resist skill. This reduces the effectiveness and therefore viability of using either passive plates or multiple hardeners, reducing fitting options, which is counter to CCPs' stated intentions.
4. Bring the Ishukone Assault Forge back down to pre uprising damage levels. Adjust the other forges accordingly. Not sure about the proto breach.
5. Agreed, although I think that is a matter of toning down the TAR rather than buffing the blaster turret.
6 & 7. Not really a shield tanker, so I will skip these.
8. Yeah, I have never liked the missile turrets, tried the basics, found them ineffective, had better places to put my SP. Ted Nugget can give you a better opinion.
9. AV grenades need a 15% reduction in damage, and a reduction of the seek radius. |
EnglishSnake
Zumari Force Projection Caldari State
1095
|
Posted - 2013.05.21 12:58:00 -
[29] - Quote
PG skill is need
Why do dropsuits get 5% yet vehicles dont?
Lets be fair
Lets take away the 5% CPU skill for dropsuits so they lose 20% of CPU for ther suits
Im sure the tears would flood the forums when they stack on proto everything and need CPU mods |
BOZ MR
Internal Error. Negative-Feedback
155
|
Posted - 2013.05.21 13:03:00 -
[30] - Quote
EnglishSnake wrote:PG skill is need
Why do dropsuits get 5% yet vehicles dont?
Lets be fair
Lets take away the 5% CPU skill for dropsuits so they lose 20% of CPU for ther suits
Im sure the tears would flood the forums when they stack on proto everything and need CPU mods Exactly. |
|
The Robot Devil
BetaMax. CRONOS.
266
|
Posted - 2013.05.21 13:17:00 -
[31] - Quote
BOZ MR wrote:ReGnUM Public Relations wrote:BOZ MR wrote:ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. Sorry I'm just really bored. Anyways did you fly competitively and play for a clan. Lastly, I can't talk about tanks cause I'm not a tanker I'm member of 187 in BF3 and love blowing tanks with A-10 worthog. Yes I'm not bad at jets.
A-10 is the prettiest plane to ever fly. The cannon is 100% pure bad ass. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
100
|
Posted - 2013.05.21 13:28:00 -
[32] - Quote
Just thought of another: Make swarms glow bright yellow again, and fix the range glitch. |
Vermaak Doe
SVER True Blood Unclaimed.
730
|
Posted - 2013.05.21 14:02:00 -
[33] - Quote
BOZ MR wrote:Vermaak Doe wrote:1, 2 and 6 are more than enough. Would you mind explaining why?
Sorry but I forgot to add 8 to the list. I disagree with 4 because for the most part I've found durability to be an almost non existant problem for vehicles this build, with militia lavs being on the too far side. Also it would incite an Av buff not long after the vehicle buff, which will most likely op Av vs lavs and dropships. I disagree with 5 because the problem is with the tactical rifle. I disagree with 7 for the reason in my ninja edit, but I'd be fine after another armor change |
Vermaak Doe
SVER True Blood Unclaimed.
730
|
Posted - 2013.05.21 14:05:00 -
[34] - Quote
BOZ MR wrote:Vermaak Doe wrote:1, 2 and 6 are more than enough. I disagree with 7 only because it's an advantage armor doesn't have anything to compensate for it with. Armor reppers are much better than shield boosters. Maybe on dropships were you basically automatically lose a high slot but I get decent tanking out of my guristas saga. |
Exerminatus Shihinra
VCOE123
3
|
Posted - 2013.05.21 14:09:00 -
[35] - Quote
Everything here is good. I'll just add my two cents.
Make the hacked EX-0 require at least a LITTLE sp put into it to use. Damn that thing is annoying as... Yeah you get the point.
Give the caldari HAV's a bit of a buff on power grid, but the PG skill would do that just fine I'm guessing but I've not done the math.
BUFF THE EFFIN SICA! The Soma literally wipes the floor with this thing as far as militia tanks go, give 'er another mid and a CPU buff. Then it suddenly becomes more viable, as it stands it's just a glorified LAV that rookies will have issues putting out in any game from the increased cost.(Rookie Soma = 160-180k, Rookie Sica = 190-220k ISK) |
ladwar
Dead Six Initiative Lokun Listamenn
442
|
Posted - 2013.05.21 14:44:00 -
[36] - Quote
The Attorney General 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 againt AV by at least 35%. 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. I am on the fence about the PG skill. Right after uprising launched I was all pissed off about it, but in the end it hasn't really affected my fits that much. You just have to make a couple of compromises in fitting. Not the end of the world, doesn't make tanks worthless either. Shield tankers have it easier in this regard, because they can slap PG extenders in the lows. Armor has to give up a tank/hardener slot. 2. Absolutely. 3. Heck no. That is complete overkill. What really needs to be done is remove the stacking penalty from the first resist module. There is no reason for my first armor hardener to take a penalty because I have a 10% resist skill. This reduces the effectiveness and therefore viability of using either passive plates or multiple hardeners, reducing fitting options, which is counter to CCPs' stated intentions. 4. Bring the Ishukone Assault Forge back down to pre uprising damage levels. Adjust the other forges accordingly. Not sure about the proto breach. 5. Agreed, although I think that is a matter of toning down the TAR rather than buffing the blaster turret. 6 & 7. Not really a shield tanker, so I will skip these. 8. Yeah, I have never liked the missile turrets, tried the basics, found them ineffective, had better places to put my SP. Ted Nugget can give you a better opinion. 9. AV grenades need a 15% reduction in damage, and a reduction of the seek radius. 1. just buff PG slightly 100~ on shields and 250~ on armor other than that meh.. its a balance thing 2. LOL... no 3. NO 4. actually a slight buff to rail turrets would be ok(extra 150 points or so) 5.TAR needs a nerf 3 weeks ago and still does.. no joke the its clearly OP when it has most DPS in the game and only cost 77k while proto turrets cost over 900k and out DPS them 6.at the current time passive resist is the only real way to go for shields 7. Caldari are not high passive regenerates but something needs to be fixed in terms of tanking for shields so a change to booster is needed or massive boost to passive regeneration. gallente own both fast and quick and long brawling fights. 8. missiles need some more reworking. they don't have a place where they are good at over other turrets range wise 9. yea why not. makes sense. nades of the right type do more then the AV weapon for them. meh some sort of balancing if the skill was split then it would force people to actually spec into them. but make AV nades cost more like 20% increase(isk wise).
more content is needed as well. like the mim tank and the amarr super heavy HAV and turrets to go with them(one strong on shields(laser) and one slightly more effective on armor then shield) for balancing out the missiles are OP to armor but blaster only do 110% on shields which people forget. biggest thing content. |
Kekklian Noobatronic
Goonfeet
39
|
Posted - 2013.05.21 14:49:00 -
[37] - 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) I suck at fitting my tank, please make it easier CCP *waaahhhh* 2) I suck at killing people, buff my tank CCP *waaahhh* 3) Someone who specced into AV killed my tank CCP, buff me *waaahhh* 4) Nerf AV and buff my tank, CCP *waaahhh* 5) I suck at killing people, buff my tank CCP *waaahhh* 6) My tank doesent auto-win CCP buff the modules *waaahhh* 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) I suck at killing people CCP plz buff my tank *waaahhh* 9) Someone killed me with grenades, CCP!! Nerf AV by making it harder for people to get it! *waaahhh* P.S. We want Surya and Sagaris back. + Nerf AV nerf AV nerf AV CCP *WAAAAAAAAAAAHHHHHHHHH*.
Fix'd.
Tl;dr - Crybaby thread.
|
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
|
Posted - 2013.05.21 14:57:00 -
[38] - 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. Make it a 6%/lvl passive bonus, rather than a 5% because we were a little PG hungry in Chromosome, too. 2) Totes agree. Bring back the old damage system! 3) I'd say an automatic 15% resistance buff is needed, but then be able to skill up to 25% (5%/lvl) resistance to a specific kind of damage (explosive/kinetic/electronic/etc) 4) Forges, for the most part, are ok. It's really the breach varients that are all too powerful. There is no reason why a million ISK turret does less damage per shot than a 100kg weapon. 5) Don't buff the blaster, but nerf the hell out of the Duvolle TAR 6) I'd say make both armor and shield hardeners 30% resistance for 60 seconds and cooldown would be 30 seconds 7) Honestly, passive regen isn't too terribad, right now. I wouldn't be against a buff (Im a shield tanker), but there are much more pressing issues with shield tanks...SUCH AS WHY ARE THEY SLOWER THAN ARMOR TANKS. Their top speed and acceleeration should be 15% faster. 8) I'd say giving missiles a 50% splash increase for a 20% direct damage reduction would be a good idea, making it less of a super beast mega killer, and more of a support weapon that is like a giant mass driver. 9) No disagreement, here. However, AV nades need a huge nerf. THe proto varients shouldnt do more than 700 dmg, the adv should do 500, and the basic should do 350. This way, they WILL drive a tank away from infantry, but will likely not be able to kill it. However, this would make free LAVs even more deadly, so I'd say that we remove FREE LAVs and return militia LAVs to their original HP stats bc not being able to one-shot them with ishukones, particle cannons, and wirykomis is absolutely ridiculous. |
The Attorney General
ZionTCD Unclaimed.
10
|
Posted - 2013.05.21 15:14:00 -
[39] - Quote
CharCharOdell wrote:
1) Yes. Make it a 6%/lvl passive bonus, rather than a 5% because we were a little PG hungry in Chromosome, too. 2) Totes agree. Bring back the old damage system! 3) I'd say an automatic 15% resistance buff is needed, but then be able to skill up to 25% (5%/lvl) resistance to a specific kind of damage (explosive/kinetic/electronic/etc)
This is why I can't take anything you say seriously. If you think you were PG starved in Chromosome, you just don't know how to tank, or you just want a super vehicle.
When you make requests like that, it is plain you don't care about balance, you just want to be able to roll through whole teams in a pub match to pad your K/D.
If you want to run top turret, top tank, top rep/booster, you need to use PG mods. That you don't want to make compromises in your preferred fit shows how one sided your train of thought is.
Tanks were not OP in Chromosome. They need adjustment still, but they are not as UP as some of you whiners would like to pretend.
Part of the reason why the game is so out of whack right now is because of requests like this. If someone listened to you, then we would have to put up with endless amounts of tanks are OP threads until they nerfed them even harder than they did this time. Then your crying would reach a new level of self entitled insanity.
If you think about long term balance instead of me! me! me! like a six year old then maybe we could get this game to a good place.
|
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
169
|
Posted - 2013.05.21 15:28:00 -
[40] - Quote
The Attorney General wrote:CharCharOdell wrote:
1) Yes. Make it a 6%/lvl passive bonus, rather than a 5% because we were a little PG hungry in Chromosome, too. 2) Totes agree. Bring back the old damage system! 3) I'd say an automatic 15% resistance buff is needed, but then be able to skill up to 25% (5%/lvl) resistance to a specific kind of damage (explosive/kinetic/electronic/etc)
This is why I can't take anything you say seriously. If you think you were PG starved in Chromosome, you just don't know how to tank, or you just want a super vehicle. When you make requests like that, it is plain you don't care about balance, you just want to be able to roll through whole teams in a pub match to pad your K/D. If you want to run top turret, top tank, top rep/booster, you need to use PG mods. That you don't want to make compromises in your preferred fit shows how one sided your train of thought is. Tanks were not OP in Chromosome. They need adjustment still, but they are not as UP as some of you whiners would like to pretend. Part of the reason why the game is so out of whack right now is because of requests like this. If someone listened to you, then we would have to put up with endless amounts of tanks are OP threads until they nerfed them even harder than they did this time. Then your crying would reach a new level of self entitled insanity. If you think about long term balance instead of me! me! me! like a six year old then maybe we could get this game to a good place.
I actually am not a stat padder, like yourself, I don't play tanks to kill infantry. I play tanks to kill other vehicles. Balance will be achieved when anybody can make money off of tanks the same way anyone can make money with infantry. For this to be possible, either tanks need a huge buff to account for their huge cost, or they need a huge price reduction, to get in line with their actual capabilities, right now. |
|
Rasatsu
Much Crying Old Experts
728
|
Posted - 2013.05.21 15:38:00 -
[41] - Quote
The Attorney General wrote:Tanks were not OP in Chromosome. They need adjustment still, but they are not as UP as some of you whiners would like to pretend. Tanks were not OP in Chromosome Ambush games, true.
The derp is that CCP decided to nerf tanks with stats pulled from Chromosome Ambush games.
doublederp |
PsychoLogiKal PsyDrei
ZionTCD Unclaimed.
33
|
Posted - 2013.05.21 16:13:00 -
[42] - Quote
The Attorney General 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 againt AV by at least 35%. 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. I am on the fence about the PG skill. Right after uprising launched I was all pissed off about it, but in the end it hasn't really affected my fits that much. You just have to make a couple of compromises in fitting. Not the end of the world, doesn't make tanks worthless either. Shield tankers have it easier in this regard, because they can slap PG extenders in the lows. Armor has to give up a tank/hardener slot. 2. Absolutely. 3. Heck no. That is complete overkill. What really needs to be done is remove the stacking penalty from the first resist module. There is no reason for my first armor hardener to take a penalty because I have a 10% resist skill. This reduces the effectiveness and therefore viability of using either passive plates or multiple hardeners, reducing fitting options, which is counter to CCPs' stated intentions. 4. Bring the Ishukone Assault Forge back down to pre uprising damage levels. Adjust the other forges accordingly. Not sure about the proto breach. 5. Agreed, although I think that is a matter of toning down the TAR rather than buffing the blaster turret. 6 & 7. Not really a shield tanker, so I will skip these. 8. Yeah, I have never liked the missile turrets, tried the basics, found them ineffective, had better places to put my SP. Ted Nugget can give you a better opinion. 9. AV grenades need a 15% reduction in damage, and a reduction of the seek radius.
|
Nova Knife
Seituoda Taskforce Command Caldari State
997
|
Posted - 2013.05.21 18:13:00 -
[43] - Quote
1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
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.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
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.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
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
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
|
Mobius Wyvern
BetaMax. CRONOS.
1614
|
Posted - 2013.05.21 18:23:00 -
[44] - Quote
The splash damage on missile turrets was nerfed in response to a wealth of complaints about killing people with splash damage being "skilless" and "faceroll".
If I recall correctly, many of those threads were made by players who are now members of your alliance.
Somewhat ironic, wouldn't you say? |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
|
Posted - 2013.05.21 23:38:00 -
[45] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
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.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
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.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
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
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
Not bad ideas at all, Nova Knife. In regards to passive damage skills, changing them to turret specific passive skills like ROF, overheat, range, splash, accuracy, etc would actually be better than damage because it gives a whole new level of variety and customization. For example, a merc could have a railgun accurate out to 650m, but his ability to fight in under 500m would be severely stunted against a railgun with a higher heat capacity. Other the other side, missiles could be pure suppression weapons against infantry, but would lose a lot of their OHK ability do to not investing in velocity and accuracy. This would make it possible to have ONE variety of a weapon in different grades (STD, ADV, PRO), but every merc would have vastly different capabilities with this weapon.This could be applied to infantry weapons, too (yes, that means bring back sharpshooter, but on the flip side, someone with sharpshooter loses his advantage once the minimum distance of the weapon is entered by someone with a high ROF with the same weapon). |
Cy Clone1
Ill Omens EoN.
6
|
Posted - 2013.05.21 23:52:00 -
[46] - 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 1. 6. 7. 8. and sagaris/surya
just use fragmented, you can get lots of kills, maybe increase splash damage. I like your idea on shield resistance. passive regen needs to be increased, so that modules that effect it actually make a difference. Damage on turrets was kinda high, with proto rail i could two shot bolas and most tanks kinda overpowered. I like the points you made and its nice that they are organised unlike mine. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:20:00 -
[47] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
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.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
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.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
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
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
Man you know what ur talking about and you don't tank. Nice.
But for passive shield regen. the problem to me is how can a scout regen more shield faster than a tank. I wouldn't mind if it were a 60 point passive shield regen but it kept the crappier shield boosters. This would make passive tanking an option.
Rails need some sort of buff. Make a skill like the enforcer for railguns. They just don't do enough damage to armor tanks to kill them. i mean 3 hardeners plus a super fast armor repair rate is pretty hard to get through while a damage modded shield tank has slow regen and terrible hardners.
+1. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
371
|
Posted - 2013.05.22 00:41:00 -
[48] - Quote
I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:43:00 -
[49] - Quote
TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
371
|
Posted - 2013.05.22 00:45:00 -
[50] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down.
Can a tank not be called on top of the redline mountain and rain railshots across the field? |
|
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:46:00 -
[51] - Quote
TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
375
|
Posted - 2013.05.22 00:50:00 -
[52] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN
I'm not going to forum 1v1 you on every little aspect these two classes do not share.
There are also plenty of slopes to angle your vehicle on, and if that forge gunner is dumb enough to wait for you to come out from behind that hill, odds are a sniper is going to find him. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:54:00 -
[53] - Quote
TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN I'm not going to forum 1v1 you on every little aspect these two classes do not share. There are also plenty of slopes to angle your vehicle on, and if that forge gunner is dumb enough to wait for you to come out from behind that hill, odds are a sniper is going to find him. a forge can see a tank easier and also most of the time when a tank is on one of these slopes he is forced to go down and can retreat back behind the hill. In most cases. A tank is also easier to spot for an OB. but on the flip side a tank is better in some cases and a forge in others. just depends on the terrain. but on some tops of bulding and most of the best spots only a forge works. but i'm done with this argument. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
|
Posted - 2013.05.22 01:07:00 -
[54] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN
yup. |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:28:00 -
[55] - Quote
BOZ MR wrote:ReGnUM Public Relations wrote:Oh you're a rush jet scrub. Not exactly, Our clan is a rush so I play rush jet when I am playing with them. Other than that I play hardcore cq jets. do u camp the jet spawn... |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:30:00 -
[56] - Quote
bf3 style modues like ir smoke to stop swarms maybe |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:35:00 -
[57] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. ^^^ very true. i used to forge gun snipe all u needed to control the map is ammo, a mouse and a assault forge gun im now a sniper |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:38:00 -
[58] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
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.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
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.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
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
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
wheres ur cpm tag? |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:40:00 -
[59] - Quote
nvm ur tags back nova ,i refreshed |
Nova Knife
Seituoda Taskforce Command Caldari State
1013
|
Posted - 2013.05.22 07:33:00 -
[60] - Quote
BobThe843CakeMan wrote:] Man you know what ur talking about and you don't tank. Nice. But for passive shield regen. the problem to me is how can a scout regen more shield faster than a tank. I wouldn't mind if it were a 60 point passive shield regen but it kept the crappier shield boosters. This would make passive tanking an option. Rails need some sort of buff. Make a skill like the enforcer for railguns. They just don't do enough damage to armor tanks to kill them. i mean 3 hardeners plus a super fast armor repair rate is pretty hard to get through while a damage modded shield tank has slow regen and terrible hardners. +1.
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. |
|
demonkiller 12
BetaMax. CRONOS.
14
|
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. |
|
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. |
|
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.
|
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 |
|
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.
|
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.
|
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.
|
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.
|
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. |
|
Noc Tempre
Imperfects Negative-Feedback
1589
|
Posted - 2013.05.22 23:40:00 -
[91] - Quote
Mobius Wyvern wrote:The splash damage on missile turrets was nerfed in response to a wealth of complaints about killing people with splash damage being "skilless" and "faceroll".
If I recall correctly, many of those threads were made by players who are now members of your alliance.
Somewhat ironic, wouldn't you say?
You missed the point of the suggestions. They made them funny, short range railguns, instead of area denial tool. Splash is the right raw damage, but the damage falloff and maximum radius is too extreme, and the direct damage is still astronomical. Even when a player is standing still in a ditch below me, easier to kill with a direct impact than saturate the area. |
Tiel Syysch
Imperfects Negative-Feedback
826
|
Posted - 2013.05.23 00:14:00 -
[92] - Quote
I think the removal of the PG skill to force more focus on a given role as a tank or whatever they said it was done for was just absolutely nonsense. There's so much less versatility with the current lack of PG now, that you either have one of very few fit types or you have a bad fit.
Shield stuff needs a lot of work. Their hardeners are bad with cycle times, and yeah the passive regen is a joke.
I think the main changes I'd like to see right now after having gotten a bit more exposure to them this build is:
- Slight reduction to AV damage (maybe 20%?), including a sane level of damage scaling for swarms and AV nades bringing them in line with other weapons - Slight increase to dropsuit HP to "weaken" blasters a little, while giving blasters a bit more range. I don't think blasters should hit for less than 100% damage until close to if not all the way to 100m, that'd make their effective dps much better than comparing raw dps to handheld weapons - Missiles need to be reworked, and either be only anti-infantry, or have clearly-defined variants of anti-vehicle "precision" missiles with 0-0.5m splash radius with reasonable direct damage, and anti-infantry missiles with high radius, small-to-moderate splash damage and similar direct damage (a single volley of splash should kill a scrubby suit, but even hitting splash with all missiles from a large turret shouldn't kill a heavy in one trigger pull). |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
192
|
Posted - 2013.05.23 06:43:00 -
[93] - Quote
Nova Knife wrote:BobThe843CakeMan wrote:] Man you know what ur talking about and you don't tank. Nice. But for passive shield regen. the problem to me is how can a scout regen more shield faster than a tank. I wouldn't mind if it were a 60 point passive shield regen but it kept the crappier shield boosters. This would make passive tanking an option. Rails need some sort of buff. Make a skill like the enforcer for railguns. They just don't do enough damage to armor tanks to kill them. i mean 3 hardeners plus a super fast armor repair rate is pretty hard to get through while a damage modded shield tank has slow regen and terrible hardners. +1. 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.
I'm gonna have to disagree with you on reducing range without a huge increase in damage (20% range reduction giving 20% damage increase). It is the purpose of a rail gun to provide long range support. Shield tanks have a hard time fitting blasters as it is, and rail guns are their only shot at taking on armor tanks. The 600m range is fine. Damage is fine. When the PG is given back, shield tanks will once again be able to stack date mods to counter armor tanks at range. |
Starne
Planetary Response Organization
9
|
Posted - 2013.05.23 06:52:00 -
[94] - 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. as a shield tanker my self i have to agree. 1. yes 2. yes 3. they do mor damage because they are explosives which have bonse damage to armor. they need to add ex/kin/ther/em resist mod to help with this problem as i know for shield tanks this will be a big pain when amarr turrets hit the field. 4. yes i would also ask that they increase the blast zone to maybe 3.0 m 5.yes 6. hell yes. as it is there is not point to them unless u want to take 2 hits before it gose ofline... 7. hell yes again why is it the same as a drop suit ccp this is a tank right not a big heavey.lol 8. again hell yes bump the damage to splash to 150 if not more... or treat i like swarms where every lvl in lager rockets( yes there rockets not missiol get it right >.>) fires 2 more shots per volly 9. yes + i think av nades should only be doing 300 to 500 damage lets not forget its the size of your fist and it hits like a rail connon. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
63
|
Posted - 2013.05.23 13:56:00 -
[95] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
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.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
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.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
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
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
what do you think of this https://forums.dust514.com/default.aspx?g=posts&t=80949&find=unread |
Little Angus
CowTek IT Infotech
5
|
Posted - 2013.05.23 16:22:00 -
[96] - Quote
Surya and Sagaris returned!
Anti-armor counter measures such as ECM shield for AV grenades (limited use per battle).
And maybe a flare system to mitigate swarms? (probably better request on dropships). |
Little Angus
CowTek IT Infotech
5
|
Posted - 2013.05.23 16:26:00 -
[97] - Quote
Nova Knife wrote: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.
3rd person camera makes the tanks fun, so I have to disagree there. I only play Dust514 for tank command, and removing 3rd person camera would certainly determine my future purchasing decisions when buying more aurum. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 03:36:00 -
[98] - 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.
Let's see if I'm deemed worth at commenting.
1) No. PG buff, yes. But that kind of no-brainer as a skill to have on L5 in order to have any sensible fits, no (remember ccp HAS to balance all vehicles considering max PG/CPU)
2) Probably no need. Let's tune other things first before checking that out.
3) I wouldn't use a single occasion as a basis for such hard action. (might've been some other AV at the same time etc, you know the thing). Tank vs AV balance is now better than for ages.
4) perhaps yeah. But that's difficult to balance. Now what I would like to see is that tank mounted railgun is pinpoint accuracy, very damaging and extreme range but tracking just absolutely awful. Hand held forge gun, on the other hand, normal very long range, extreme tracking (turning around=) but the shaking aim should be more than just cosmetic shake (now shot still goes to center) so that even tho forge techically has range, it has no reliable way of hitting long range consistently. Both of these would also breath life into dropships as they are currently so easy targets to both rails and forges.
5) Very much yes, fix that.
6) yes definately, active shield hardener is a bad joke. Even with 30-30 timers it would be hard to use safely.
7) Yeah passive might be a bit too weak - but then again I haven't really tried passive tanking for a long time. For LAVs the passives seem to work okay with few PDSs. But, It is likely that passive tanking isn't feasible for tanks.
8) Green light for small missile splash buff - whether it's either splash range or splash damage using the same range.
9) Good idea. I heard btw that CCP is thinking about giving grenadier skill some other ability than just unlocking nades.
I gotta say I DON'T want Sagaris&Surya back as they were. Having simply higher tier tanks better/same on all counts and not weaker in any is just dull and boring. It makes no sense to use any other, making battlefield repetitive. I like current special role of Falchion and it's armor counterpart. Next, there could be Speed+Agility buff for Sica&Soma. Or simple size decrease making them just a bit more able to move in built up areas and also have a bit smaller hitbox. That's such a small benefit we could grant for even militia tanks. Tiericide FTW...
+Kero's point 10): Fix active module activation for mouse! Any mouse user knows how hard it is to activate modules or set a defence order. In a combat situation, trying to juggle the round selection menu to hit diagonal slot for 20 to 40 seconds just isn't acceptable. It breaks effectively use of active modules. Trust me, I tried today armor tanking and had 3-4 losses because there was no way to activate my modules. Lame. Gotta wonder, how it is even possible to break that kind of basic thing which worked ok in Chromosome? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 03:40:00 -
[99] - Quote
I gotta say for all tanking bros and sis's out there, even tho it would be fun and give feeling of power to have all the things (damage, pg, splash, marauders etc) back as such, it isn't necessarily good and right thing to have em back. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 03:46:00 -
[100] - Quote
Arkena Wyrnspire wrote:AV grenades are too effective. Every other AV weapon sacrifices significant anti-infantry capability in order to damage tanks. AV grenades don't, and they're too spammable. They should need some priming time before throwing, for example. I don't think they need significantly less damage, though I think they should have a damage reduction, but the ability to spam them absolutely needs to go.
One reason why loads of infantry are carrying them is also because it's the best counter to free LAV spam.
Currently the AV grenades are better than before. Commenting your points: - Ask any pro locus grenade user, giving up those to fit AV nades IS a sacrifice. - Lower tier nanohive nerf (perhaps all hives were nerfed?) took away lots of teeth from AV spamming alto it didn't take it out. Nor it needs to take out completely. Having hive spamming means you have to prep a trap before hand or it's very difficult to run and hive and replenish and then spam again while chasing tank. |
|
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 04:08:00 -
[101] - Quote
Flyingconejo wrote: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.
Price is a terrible way to try to fix the battlefield gameplay balance. Sorry. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 04:12:00 -
[102] - 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.
+1 Awesome ideas! |
BOZ MR
Internal Error. Negative-Feedback
169
|
Posted - 2013.05.24 11:00:00 -
[103] - Quote
KEROSIINI-TERO 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.
+1 Awesome ideas! -1 (some of them are really bad ideas.) *I don't want scrubs to hop in my tank and learn my tank fit, tank fits are vital in this game. They only should be aware if I activate a heat sink. * My dot is small enough to be confused with my gunners dot, changing main sight might do the trick. *I don't care if my scrub gunners over heats or not. *Yes activating several modules that you pre-selected should be easier if not all. *If you take away 3rd person camera I want 60% resistance bonus since it is nearly impossible to see where the threat is coming from. Yes 60% not 20 not 40 exactly 60% resistance not plus health. *3rd oerson is much better than adding 4 cameras. |
demonkiller 12
BetaMax. CRONOS.
14
|
Posted - 2013.05.26 09:48:00 -
[104] - 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.
We usually sleep, sometimes we hunt tourists for food, but that only happens when the drop bears are increasingly aggressive. |
demonkiller 12
BetaMax. CRONOS.
14
|
Posted - 2013.05.26 10:12:00 -
[105] - Quote
Can't we just reduce the amount of AV/Flux held to like 1 or 2? I remember another post talking about how taking down a well fitted HAV is a team task and not something a guy with 500ksp should be able to do alone, and I completely agree with that, tanks are there to dominate the battlefield and you should have to work together to take him down. |
demonkiller 12
BetaMax. CRONOS.
14
|
Posted - 2013.05.26 10:13:00 -
[106] - Quote
BOZ MR wrote:KEROSIINI-TERO 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.
+1 Awesome ideas! -1 (some of them are really bad ideas.) *I don't want scrubs to hop in my tank and learn my tank fit, tank fits are vital in this game. They only should be aware if I activate a heat sink. * My dot is small enough to be confused with my gunners dot, changing main sight might do the trick. *I don't care if my scrub gunners over heats or not. *Yes activating several modules that you pre-selected should be easier if not all. *If you take away 3rd person camera I want 60% resistance bonus since it is nearly impossible to see where the threat is coming from. Yes 60% not 20 not 40 exactly 60% resistance not plus health. *3rd oerson is much better than adding 4 cameras.
I also like this last idea but I think it should be more like 40% resist to front 25% resist to sides and no resist to the back
|
Aerion Spiritus
The Southern Legion RISE of LEGION
14
|
Posted - 2013.05.26 11:16:00 -
[107] - Quote
Exerminatus Shihinra wrote:Everything here is good. I'll just add my two cents.
Make the hacked EX-0 require at least a LITTLE sp put into it to use. Damn that thing is annoying as... Yeah you get the point.
Give the caldari HAV's a bit of a buff on power grid, but the PG skill would do that just fine I'm guessing but I've not done the math.
BUFF THE EFFIN SICA! The Soma literally wipes the floor with this thing as far as militia tanks go, give 'er another mid and a CPU buff. Then it suddenly becomes more viable, as it stands it's just a glorified LAV that rookies will have issues putting out in any game from the increased cost.(Rookie Soma = 160-180k, Rookie Sica = 190-220k ISK)
You obviously don't face my Sica's.... I blow Somas sky high with my sica and sometimes if I manage to flank Madrugars too |
Croned
The Penguin Society
4
|
Posted - 2013.05.27 04:50:00 -
[108] - Quote
You need to be able to activate Precision Strikes from inside a HAV, or any other vehicle for that matter. Leaving the tank usually results in the passengers griefing by switching to the drivers' seat and stealing the tank. |
BOZ MR
Internal Error. Negative-Feedback
179
|
Posted - 2013.05.28 18:10:00 -
[109] - Quote
Croned wrote:You need to be able to activate Precision Strikes from inside a HAV, or any other vehicle for that matter. Leaving the tank usually results in the passengers griefing by switching to the drivers' seat and stealing the tank. Bump ' BLAM see the post. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
195
|
Posted - 2013.05.28 19:15:00 -
[110] - Quote
I have a small list of things that I think would make HAVs perfect. Note these changes shoul apply to std and above grade HAVs
1) 15%-25% powergrid increase
2) 10%-15% dammage resistance or hp buff on top of what we have just now.
3) an eject button or the ability to asign the tank to your squad and your squad only
4) triage and guardian points for spider tanking.
5) +5%-10% acceleration on all tanks.
6) passive shield recharger moduals that acctually make a difference.
All the above i think would put tanks in their rightfull place and allow us to acctivlt tank more effectivly |
|
ladwar
Dead Six Initiative Lokun Listamenn
512
|
Posted - 2013.05.28 19:48:00 -
[111] - Quote
pegasis prime wrote:I have a small list of things that I think would make HAVs perfect. Note these changes shoul apply to std and above grade HAVs
1) 15%-25% powergrid increase
2) 10%-15% dammage resistance or hp buff on top of what we have just now.
3) an eject button or the ability to asign the tank to your squad and your squad only
4) triage and guardian points for spider tanking.
5) +5%-10% acceleration on all tanks.
6) passive shield recharger moduals that acctually make a difference.
All the above i think would put tanks in their rightfull place and allow us to acctivlt tank more effectivly
dude #6 I totally agree the shield passive recharge is worthless and the modules are just as bad. the passive recharge is only slightly useful with small arms fire and not a lot and really small arms fire doesn't bother armor tanks so there is no advantage there.
I agree on all point and I think the swarm launcher needs to be toned down. it literally is more effective the plasma launcher just on damage alone and is the most effective AV on LAV then any other AV because they are homing. now with this sure nerf LAV slightly because the LLAV can be a pain and would be more so then.
|
ladwar
Dead Six Initiative Lokun Listamenn
512
|
Posted - 2013.05.28 19:57:00 -
[112] - Quote
has nothing to with the op or this^ post but I am wonder if/when we get a dev response and will it be filled with bad news. HAV need a reason to be on the field or we will just put out the much cheaper LLAVs and cause more nerf LAV threads just because of the new skill tree. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.05 11:55:00 -
[113] - Quote
ladwar wrote:has nothing to with the op or this^ post but I am wonder if/when we get a dev response and will it be filled with bad news. HAV need a reason to be on the field or we will just put out the much cheaper LLAVs and cause more nerf LAV threads just because of the new skill tree. well the obvious reason for havs to be on the field is so av specialists can blow them up ..caldari's are such bull now..easily soloable armor tanks not that much better really |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.05 12:05:00 -
[114] - Quote
ladwar wrote:pegasis prime wrote:I have a small list of things that I think would make HAVs perfect. Note these changes shoul apply to std and above grade HAVs
1) 15%-25% powergrid increase
2) 10%-15% dammage resistance or hp buff on top of what we have just now.
3) an eject button or the ability to asign the tank to your squad and your squad only
4) triage and guardian points for spider tanking.
5) +5%-10% acceleration on all tanks.
6) passive shield recharger moduals that acctually make a difference.
All the above i think would put tanks in their rightfull place and allow us to acctivlt tank more effectivly dude #6 I totally agree the shield passive recharge is worthless and the modules are just as bad. the passive recharge is only slightly useful with small arms fire and not a lot and really small arms fire doesn't bother armor tanks so there is no advantage there. I agree on all point and I think the swarm launcher needs to be toned down. it literally is more effective the plasma launcher just on damage alone and is the most effective AV on LAV then any other AV because they are homing. now with this sure nerf LAV slightly because the LLAV can be a pain and would be more so then. shield passive recharge is fine you can take multiple routes and gain your shield back quickly without using modules unlike armor tanking where you need to activate a module just to repair 300 damage
you lose strength for longevity and consistency |
ladwar
Dead Six Initiative Lokun Listamenn
583
|
Posted - 2013.06.06 05:58:00 -
[115] - Quote
Purona wrote:ladwar wrote:dude #6 I totally agree the shield passive recharge is worthless and the modules are just as bad. the passive recharge is only slightly useful with small arms fire and not a lot and really small arms fire doesn't bother armor tanks so there is no advantage there.
I agree on all point and I think the swarm launcher needs to be toned down. it literally is more effective the plasma launcher just on damage alone and is the most effective AV on LAV then any other AV because they are homing. now with this sure nerf LAV slightly because the LLAV can be a pain and would be more so then.
shield passive recharge is fine you can take multiple routes and gain your shield back quickly without using modules unlike armor tanking where you need to activate a module just to repair 300 damage you lose strength for longevity and consistency not to mentuion it increases your shield recharge rate when you use shield boosters gunlogi with booster heals for 350 a second 1750 over 5 seconds madrugar with repair heals for 414 every 3 seconds 2070 over 15 seconds gunlogi will heal for 1950 after 15 seconds and continue to outpace a madrugar in repair so quickly is less then 1% of base HP? yea that's slow. its just laughable that LAV have the same recharge rates as HAVs. for LAVs sure that might be ok they have lower HP. btw armor HAVs can have their armor repaired by infantry and supply depots while only the LOL small passive repairs shields. and since you bought it up the light repairer heals for the about the same as heavy booster so armor LAV and DS repair hp as fast as shield HAVs. shield LAVs and DS booster for about 500 hp. |
BOZ MR
Internal Error. Negative-Feedback
187
|
Posted - 2013.06.06 08:53:00 -
[116] - Quote
Reviving da thread. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:00:00 -
[117] - Quote
demonkiller 12 wrote:Can't we just reduce the amount of AV/Flux held to like 1 or 2? I remember another post talking about how taking down a well fitted HAV is a team task and not something a guy with 500ksp should be able to do alone, and I completely agree with that, tanks are there to dominate the battlefield and you should have to work together to take him down. fixing tans is far more complex than nerfing any one 2 or even all av. ....that would just lead to slow boring tank fights....no fun...tanks need the following i feel. 1 the need serious buff to stats...as far as shield tankers go there are issues with regen stacking active resistances 2 missiles need a serious over haul...i would prefer they were just completely redone with swarm lock on type firing system...and make caldari av only...with extreme sensory capabilities to counter rails range...make the like a mega swarm launcher mini guns as well 3 the keyboard adds allot of acceleration like having a free jovian its rediculus 4 all vehicles need to have a means to lock the driver seat and to kick people from they're vehicle. i would prefer adding in a L2 L3 combo wheel like squad command with the following options..lock driver seat ...should hold to anyone but tanker..and tankers direct corpmates....a way to kick people....highligh they name release thy pop out and are denied acess to the hav for a 20 sec interval.... for drop ships it should auto inertial damp them....and it should prohibit ejections over enemy airspace.. 5. when impacting a suit any vehicle should have damage relevant to the hp and frame and res of the suit hit just a few of my thoughts of vehicles in general i suppose oh also radar and active sensors need a huge range buff to be effective.
|
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
248
|
Posted - 2013.06.06 11:05:00 -
[118] - Quote
Purona wrote:ladwar wrote:dude #6 I totally agree the shield passive recharge is worthless and the modules are just as bad. the passive recharge is only slightly useful with small arms fire and not a lot and really small arms fire doesn't bother armor tanks so there is no advantage there.
I agree on all point and I think the swarm launcher needs to be toned down. it literally is more effective the plasma launcher just on damage alone and is the most effective AV on LAV then any other AV because they are homing. now with this sure nerf LAV slightly because the LLAV can be a pain and would be more so then.
shield passive recharge is fine you can take multiple routes and gain your shield back quickly without using modules unlike armor tanking where you need to activate a module just to repair 300 damage you lose strength for longevity and consistency not to mentuion it increases your shield recharge rate when you use shield boosters gunlogi with booster heals for 350 a second 1750 over 5 seconds madrugar with repair heals for 414 every 3 seconds 2070 over 15 seconds gunlogi will heal for 1950 after 15 seconds and continue to outpace a madrugar in repair
Im sorry but I have to dissagree the passive shield regen on havs is a joke. Armour tanks also have shields that passivly repair. Tgey can also add shield extenders for a much larger buffer. Shield passive regen wont be an option for tanks unless we can get it up to 70-100 hp per second then buffer\passive regen will be viable. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:15:00 -
[119] - Quote
the math on the repper s nice now do the math on resistances and active res.. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:17:00 -
[120] - Quote
ImpureMort wrote:the math on the repper s nice now do the math on resistances and active res.. the shield res ext skills should give +3 % res for starts....if there is no pg skill then the local powergrid exp need to give much more pg. |
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pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
248
|
Posted - 2013.06.06 11:34:00 -
[121] - Quote
I would have to agree ad the armour repair shill increases the armour repair by3% per level but the shield boost skill only increases the passive regen and not by verry much tbh |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.06 14:46:00 -
[122] - Quote
pegasis prime wrote:Im sorry but I have to dissagree the passive shield regen on havs is a joke. Armour tanks also have shields that passivly repair. Tgey can also add shield extenders for a much larger buffer. Shield passive regen wont be an option for tanks unless we can get it up to 70-100 hp per second then buffer\passive regen will be viable.
8 repair a second is a sad joke hit one bump and you have wait wait 4 times as long as a shield tank to repair the damage
why would you need 100 hp per second passive
10 seconds and you rep 1000 hp 15 seconds and you would rep 1500 hp 500 less than it woudl take for a madrugar to rep with an repair module on
add in a shield booster and shield tanks would recharge shields at such a large amount that they would be almost unkillable while repairing |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
248
|
Posted - 2013.06.06 15:21:00 -
[123] - Quote
The whole point in passive and resist shield regen dose not include the use of boosters if you are willing to give up extenders and boosters for a high shield passive regen then that would be your choice at the moment it is compulsory to fit boosters if tbe passive regen was raised then they wouldnot be and we would see more custom fitts . |
ladwar
Dead Six Initiative Lokun Listamenn
586
|
Posted - 2013.06.06 22:13:00 -
[124] - Quote
Purona wrote:pegasis prime wrote:Im sorry but I have to dissagree the passive shield regen on havs is a joke. Armour tanks also have shields that passivly repair. Tgey can also add shield extenders for a much larger buffer. Shield passive regen wont be an option for tanks unless we can get it up to 70-100 hp per second then buffer\passive regen will be viable. 8 repair a second is a sad joke hit one bump and you have wait wait 4 times as long as a shield tank to repair the damage why would you need 100 hp per second passive 10 seconds and you rep 1000 hp 15 seconds and you would rep 1500 hp 500 less than it woudl take for a madrugar to rep with an repair module on add in a shield booster and shield tanks would recharge shields at such a large amount that they would be almost unkillable while repairing pegasis prime wrote:I would have to agree ad the armour repair shill increases the armour repair by3% per level but the shield boost skill only increases the passive regen and not by verry much tbh it doesn't work or it doesn't do what you think it does i have it maxed it and it still does 414 ever 3 seconds but some people believe it means rate which would mean it would lower the time it would take to get go through the 414/secondd for 15 seconds down to 12.75 seconds ok first wow. the shields on armor tanks recharge at a high percentage then shields for base HP so yours takes the same amount or less then shields so HTFU second sure if that's a light armor repairer. the light armor repairer restores 100~ per second the heavy repairer restores per second 400~ so 6 seconds would equal the 15 second of passive recharge w/ the booster so your math is all messed up so HTFU.
btw the skill does work, I have tested it. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.07 00:57:00 -
[125] - Quote
HAV needs:
3% extra pg per level of engineering Improved large missile turrets An equipment slot for cool stuff like hunter-killer missiles or countermeasures More cost-effective adv and proto tanks - extra expense ain't worth it
That is all. They're pretty good besides that. I just want more cool doohickies, only a coupla things that need to be more balanced - primarily my first two bullet points.
I also wish it was easier for infantry to stand on them - bring back how that was last build. I miss my riders :( |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
3
|
Posted - 2013.06.07 03:00:00 -
[126] - Quote
Forge Gunner here. Shield tanks crumple like nobody's business. I know it's playing to the Forge's damage efficiency but even so, if I catch one that can't break LoS before the Assault FG salvo is over she's going up in flames. They're also vulnerable to both Flux and AV 'nades.
Speaking of grenades, the packed AV pack a wallop for very little fit. It also doesn't require fitting a suit around, the drawback is lack of access to Flux or Locus. Admittedly they are both amazing in deft hands but still, almost incidental access to some remarkably potent AV is pretty off. Gameplay wise I think they probably ought to be an answer to light vehicles that're getting too aggressive, thing is they're also tearing apart HAVs. Perhaps limit max AV grenade count to one but make it a good 'un? Keep it at 3 but make it the Sleek model, less damage with greater range and seeking? Both? If so the one-grenade variant wants to kill a militia LAV in one and lose the tracking, becomes a defensive weapon for that purpose and has far less overall damage than 3 rapidly lobbed P-AVs as of now. Sleek's about having longer effective range, being better able to join in as part of a combined assault on harder targets with slightly higher overall damage from the whole pack.
Returning to tanks in general... I think a larger overall problem is the game-modes available. Vehicles are not well-integrated into the gameplay by my reckoning because, well, the gameplay isn't focused. At the moment the objectives are shared, a bevy of neutral silos. If the objective was an opposed one, i.e. the classic attacker versus defender scenario, then HAVs and a whole other variety of roles might gain newfound tactical relevance.
Let's say the match is contingent on one objective that one side must defend and their opposite number attack. HAVs with Blasters on the offence are about encroaching in with infantry alongside, providing significant threat to those that would otherwise engage the approaching infantry. Said infantry can now engage in closer quarters with heavier suits and short range weapons, take a crack at that objective. The HAV supports the infantry advance 'til it starts sustaining too much fire and must retreat or explode, whichever it prefers.
HAVs with railguns on both sides are about keeping their opponents vehicular presence in check, take them out if possible or keep them suppressed, unable to push. Dropships are more relevant for the aggressor since airdropping in to bypass a killing field and disrupt their coverage of it could alter the flow of battle.
Snipers may actually have a really useful role in not allowing enemy Forge Gunners free reign to fire on allied vehicles.
The bottom line is that by making the match flow around that focused objective greater relevance is given to a tangible frontline and the capability that certain forces have, particularly vehicles, in pushing it forward or holding it steady.
And as always good map design is key, being designed with the objectives in mind and a good idea of the kind of tactics and gameplay you want to enable and promote. |
Charlotte O'Dell
Molon Labe. League of Infamy
404
|
Posted - 2013.06.07 03:50:00 -
[127] - Quote
Give us ADV and PRO HAVs as well as returning that 25% PG you took. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
250
|
Posted - 2013.06.07 10:33:00 -
[128] - Quote
Ser Chard wrote:HAV needs:
3% extra pg per level of engineering Improved large missile turrets An equipment slot for cool stuff like hunter-killer missiles or countermeasures More cost-effective adv and proto tanks - extra expense ain't worth it
That is all. They're pretty good besides that. I just want more cool doohickies, only a coupla things that need to be more balanced - primarily my first two bullet points.
I also wish it was easier for infantry to stand on them - bring back how that was last build. I miss my riders :(
Good points and welcome additions but you forgot to mention passive regen moduals that acctually make it viable. im sure all shield tankers would welcom that addition. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.07 13:19:00 -
[129] - Quote
i just read your post and i have no idea what you are talking about or waht kind of point you are trying to make
Quote: ok first wow. the shields on armor tanks recharge at a high percentage then shields for base HP so yours takes the same amount or less then shields so
like here what are you talking passive shield recharge is a supplement to shield boosters if you are to ******** to understand this then you shouldn't use shield tanks since you don't know how to use any advantage you have effectively
Quote:second sure if that's a light armor repairer. the light armor repairer restores 100~ per second the heavy repairer restores per second 400~ so 6 seconds would equal the 15 second of passive recharge w/ the heavy booster so your math is all messed up so HTFU.
what the hell does light armor repair have to do with anything and why are you comparing light armor repairs to heavy boosters and then calling my math wrong when my math doesnt even have light boosters involved anywhere in it
i think you are just to slow to understand the conversation you are currently taking part in
and saying HTFU in your post doesn't make you seem smart or snappy it just makes you seem idiotic
and even the math you are trying to show me doesnt make sense mostly because you arent trying to show a point i mean come on listed out you have
light armor repairs for 100 per second heavy armor repair for 400 then you say 6 seconds equals 15 seconds of passive recharge time+ heavy booster
over all you have no math you just threw a bunch of random phrases and numbers and called it math you dont even have an end result and yet you call me wrong |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
250
|
Posted - 2013.06.07 13:53:00 -
[130] - Quote
Purona wrote:i just read your post and i have no idea what you are talking about or waht kind of point you are trying to make Quote: ok first wow. the shields on armor tanks recharge at a high percentage then shields for base HP so yours takes the same amount or less then shields so
like here what are you talking passive shield recharge is a supplement to shield boosters if you are to ******** to understand this then you shouldn't use shield tanks since you don't know how to use any advantage you have effectively Quote:second sure if that's a light armor repairer. the light armor repairer restores 100~ per second the heavy repairer restores per second 400~ so 6 seconds would equal the 15 second of passive recharge w/ the heavy booster so your math is all messed up so HTFU. what the hell does light armor repair have to do with anything and why are you comparing light armor repairs to heavy boosters and then calling my math wrong when my math doesnt even have light armor repairs involved anywhere in it i think you are just to slow to understand the conversation you are currently taking part in and saying HTFU in your post doesn't make you seem smart or snappy it just makes you seem idiotic and even the math you are trying to show me doesnt make sense mostly because you arent trying to show a point i mean come on listed out you have light armor repairs for 100 per second heavy armor repair for 400 then you say 6 seconds equals 15 seconds of passive recharge time+ heavy booster over all you have no math you just threw a bunch of random phrases and numbers and called it math you dont even have an end result and yet you call me wrong
Haha almighty scrub stating the mighty ladwar dosent knkw his tanks you are an idiot.
|
|
Sir Meode
Seraphim Initiative. CRONOS.
651
|
Posted - 2013.06.07 14:12:00 -
[131] - Quote
Interesting thread is interesting, its turning into a bit of a flame war though.
It seems the majority agree Armour > Shield whatever the turret. So they either need to look a shield resists/reppers/passive regen or shield damage output.
When an armour HAV can out rep your DPS your dead
When an armour HAV can out manouver a shield HAV your going to be dead.
Shield tankers are a dieing breed, ive seen hardcore shield users rocking around in armour tanks stomping on people. Taking on 2 tanks and AV'ers at the same time then rolling away.
Somthing is wrong somewhere |
BOZ MR
Internal Error. Negative-Feedback
189
|
Posted - 2013.06.07 14:41:00 -
[132] - Quote
Sir Meode wrote:Interesting thread is interesting, its turning into a bit of a flame war though.
It seems the majority agree Armour > Shield whatever the turret. So they either need to look a shield resists/reppers/passive regen or shield damage output.
When an armour HAV can out rep your DPS your dead
When an armour HAV can out manouver a shield HAV your going to be dead.
Shield tankers are a dieing breed, ive seen hardcore shield users rocking around in armour tanks stomping on people. Taking on 2 tanks and AV'ers at the same time then rolling away.
Somthing is wrong somewhere Surviving against infantry is easier in shields. I have both btw |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.07 15:06:00 -
[133] - Quote
pegasis prime wrote:Purona wrote:i just read your post and i have no idea what you are talking about or waht kind of point you are trying to make Quote: ok first wow. the shields on armor tanks recharge at a high percentage then shields for base HP so yours takes the same amount or less then shields so
like here what are you talking passive shield recharge is a supplement to shield boosters if you are to ******** to understand this then you shouldn't use shield tanks since you don't know how to use any advantage you have effectively Quote:second sure if that's a light armor repairer. the light armor repairer restores 100~ per second the heavy repairer restores per second 400~ so 6 seconds would equal the 15 second of passive recharge w/ the heavy booster so your math is all messed up so HTFU. what the hell does light armor repair have to do with anything and why are you comparing light armor repairs to heavy boosters and then calling my math wrong when my math doesnt even have light armor repairs involved anywhere in it i think you are just to slow to understand the conversation you are currently taking part in and saying HTFU in your post doesn't make you seem smart or snappy it just makes you seem idiotic and even the math you are trying to show me doesnt make sense mostly because you arent trying to show a point i mean come on listed out you have light armor repairs for 100 per second heavy armor repair for 400 then you say 6 seconds equals 15 seconds of passive recharge time+ heavy booster over all you have no math you just threw a bunch of random phrases and numbers and called it math you dont even have an end result and yet you call me wrong Haha almighty scrub stating the mighty ladwar dosent knkw his tanks you are an idiot. so im a scrub becaus ei know how to do math how logical of you
shield tanks over tiem will out repair an armor tank |
ladwar
Dead Six Initiative Lokun Listamenn
588
|
Posted - 2013.06.07 17:39:00 -
[134] - Quote
Sir Meode wrote:Interesting thread is interesting, its turning into a bit of a flame war though.
It seems the majority agree Armour > Shield whatever the turret. So they either need to look a shield resists/reppers/passive regen or shield damage output.
When an armour HAV can out rep your DPS your dead
When an armour HAV can out manouver a shield HAV your going to be dead.
Shield tankers are a dieing breed, ive seen hardcore shield users rocking around in armour tanks stomping on people. Taking on 2 tanks and AV'ers at the same time then rolling away.
Somthing is wrong somewhere im going back to the scout/hacker with the min logi. I will never go full armor HAV, it goes against my caldari heart to do that. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
251
|
Posted - 2013.06.07 18:05:00 -
[135] - Quote
ladwar wrote:Sir Meode wrote:Interesting thread is interesting, its turning into a bit of a flame war though.
It seems the majority agree Armour > Shield whatever the turret. So they either need to look a shield resists/reppers/passive regen or shield damage output.
When an armour HAV can out rep your DPS your dead
When an armour HAV can out manouver a shield HAV your going to be dead.
Shield tankers are a dieing breed, ive seen hardcore shield users rocking around in armour tanks stomping on people. Taking on 2 tanks and AV'ers at the same time then rolling away.
Somthing is wrong somewhere im going back to the scout/hacker with the min logi. I will never go full armor HAV, it goes against my caldari heart to do that.
Hear hear good sir ill be sticking to my shieldy in the hope that ccp fix them |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:26:00 -
[136] - Quote
EnglishSnake wrote:We need proto HAVs
They won't give us advanced because that will be too hard for people with AV grenades to kill. Don't you understand, those without the mental capacity for AV need to have the crutch of Lai Dais and 3 nanohives around them. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
251
|
Posted - 2013.06.07 18:38:00 -
[137] - Quote
Purona wrote:pegasis prime wrote:Purona wrote:i just read your post and i have no idea what you are talking about or waht kind of point you are trying to make Quote: ok first wow. the shields on armor tanks recharge at a high percentage then shields for base HP so yours takes the same amount or less then shields so
like here what are you talking passive shield recharge is a supplement to shield boosters if you are to ******** to understand this then you shouldn't use shield tanks since you don't know how to use any advantage you have effectively Quote:second sure if that's a light armor repairer. the light armor repairer restores 100~ per second the heavy repairer restores per second 400~ so 6 seconds would equal the 15 second of passive recharge w/ the heavy booster so your math is all messed up so HTFU. what the hell does light armor repair have to do with anything and why are you comparing light armor repairs to heavy boosters and then calling my math wrong when my math doesnt even have light armor repairs involved anywhere in it i think you are just to slow to understand the conversation you are currently taking part in and saying HTFU in your post doesn't make you seem smart or snappy it just makes you seem idiotic and even the math you are trying to show me doesnt make sense mostly because you arent trying to show a point i mean come on listed out you have light armor repairs for 100 per second heavy armor repair for 400 then you say 6 seconds equals 15 seconds of passive recharge time+ heavy booster over all you have no math you just threw a bunch of random phrases and numbers and called it math you dont even have an end result and yet you call me wrong Haha almighty scrub stating the mighty ladwar dosent knkw his tanks you are an idiot. so im a scrub becaus ei know how to do math how logical of you shield tanks over tiem will out repair an armor tank
No your a scrub for being a know it all smart arse that seems to know better than every other shield tanker that has made comments about our pathetic passive regen rate.
|
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
251
|
Posted - 2013.06.07 18:41:00 -
[138] - Quote
Spkr4theDead wrote:EnglishSnake wrote:We need proto HAVs
They won't give us advanced because that will be too hard for people with AV grenades to kill. Don't you understand, those without the mental capacity for AV need to have the crutch of Lai Dais and 3 nanohives around them.
Well they do have to keep the cod boys happy dont they. It would be unspeakable of them to even attempt to buff vehicles to the point where it woild take real dedicated Av to tackle them and not just avnade rambos. |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:46:00 -
[139] - Quote
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. How would that be fair for the assault bunnies? You mean they should have to actually specialize and not be a jack of all trades and master at all? |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:49:00 -
[140] - 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. Were those grenades capable of homing in on heat signatures? |
|
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:49:00 -
[141] - Quote
ReGnUM Public Relations 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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 Heard you were crappy BF3 Jet pilot Everything about BF3 is crappy. I bet BF4 won't be any different. |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:51:00 -
[142] - Quote
Tiluvo 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) Resistance of tank hulls should be increased againt AV by at least 35%. 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 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) Not a bad idea, don't know why CPU skill wasn't changed if they wanted to get rid of the bonus. 2) Are you refering to the turret skill nerf? 3) AV destroys vehicles, that's what its made for. 4) Yes they should. 5) Does it need to be higher than an AR? Yes. Double? Debatable. 8) Yes. P.S. They're coming back. + AV 'nades have shorter range, worse seeking, and lower ammo than swarms of the same level. Where's a timetable for the return of the Sagaris and Surya? |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 18:54:00 -
[143] - Quote
Godin Thekiller wrote:Tiluvo wrote:BOZ MR wrote:[quote=Godin Thekiller]Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's It does more than negate it. Weapon did 100 damage per hit before buff, now does 110. 10% of 110 is 11, weapon does 99 damage with resist applied. Your seriously saying that 1 full damage is worth the nerf? your out of your mind, or not a pilot.. Peace, Godin Definitely not a pilot, and doesn't realize that one damage point is negligible. |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 19:03:00 -
[144] - Quote
Kekklian Noobatronic 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) I suck at fitting my tank, please make it easier CCP *waaahhhh* 2) I suck at killing people, buff my tank CCP *waaahhh* 3) Someone who specced into AV killed my tank CCP, buff me *waaahhh* 4) Nerf AV and buff my tank, CCP *waaahhh* 5) I suck at killing people, buff my tank CCP *waaahhh* 6) My tank doesent auto-win CCP buff the modules *waaahhh* 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) I suck at killing people CCP plz buff my tank *waaahhh* 9) Someone killed me with grenades, CCP!! Nerf AV by making it harder for people to get it! *waaahhh* P.S. We want Surya and Sagaris back. + Nerf AV nerf AV nerf AV CCP *WAAAAAAAAAAAHHHHHHHHH*. Fix'd. Tl;dr - Crybaby thread. Have you ever tried tanking in any build? |
Spkr4theDead
Namtar Elite Gallente Federation
171
|
Posted - 2013.06.07 19:30:00 -
[145] - Quote
TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. 2500 from the proto breach forge is not the same as ~1700 from the compressed particle cannon. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.07 22:15:00 -
[146] - Quote
pegasis prime wrote:No your a scrub for being a know it all smart arse that seems to know better than every other shield tanker that has made comments about our pathetic passive Regen rate.
and as i said before your stupid freaking passive regeneration goes along with your freaking booster
it allows you to out repair freaking armor tanks over freaking time
god damn im going to math this out for you if you are to damn stupid to understand then you shouldn't be commenting on this with me
Armor tanks repair for 414 armor every 3 seconds over a period of 15 seconds with a cool down of 30 seconds with a passive shield recharge of 8 per second
heavy armor repair * number of pulses / active period of repair = armor repaired per second 414*5=2070 armor over 15 seconds the skill goes on cool down for 30 seconds shields during this time will recharge for 8 per second over the entire 45 second duration 8*45=360
2070+360=2430 total tank hp recovered over a period of 45 seconds the time it takes to active repair module
shield tanks boost for 328 shields every 1 second over a period of 5 seconds with a cool down of 30 seconds and a shield passive recharge of 22 shields per second
328*5=1640 shields over 5 seconds the skill goes on cool down for 30 seconds shields during this time will recharge for 22 shields every second over the entire 35 seconds that the skil is being used 22*30=660
1640+650= 2410 total shields recharge over a period of 35 seconds the time it would take to use the shield booster skill have it on cool down and utilized again
in 35 seconds shields recharge for 2410 in 45 seconds an armor tank will gain 2430 effective hp in 45 seconds the shield tank can can activate shield booster again and recharge 4270 shields in 45 seconds a shield tank can recharge 2630 shields if they chose not to activate shield booster again
and a shield tank can increase there passive shield Regen even further by 25 percent by using a passive regeneration module increasing the amount regenerated by 24 percent
22 base passive regeneration per second *.24 from passive Regen increases = 27.28
factor that into the equation and the amount of regeneration for a shield tank increases even further
in 35 seconds a shield tank would recharge for 2594.8 in 45 seconds a shield tank would recharge for 2867 shields
WHAT YOU CALL PATHETIC SHIELD REGENERATION IS WHAT SINGLE HANDEDLY KEEPS SHIELD TANKS AHEAD OF ARMOR TANKS IN REPAIR |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.07 22:23:00 -
[147] - Quote
Purona wrote:pegasis prime wrote:No your a scrub for being a know it all smart arse that seems to know better than every other shield tanker that has made comments about our pathetic passive Regen rate.
and as i said before your stupid freaking passive regeneration goes along with your freaking booster it allows you to out repair freaking armor tanks over freaking time god damn im going to math this out for you if you are to damn stupid to understand then you shouldn't be commenting on this with me Armor tanks repair for 414 armor every 3 seconds over a period of 15 seconds with a cool down of 30 seconds with a passive shield recharge of 8 per second heavy armor repair * number of pulses / active period of repair = armor repaired per second 414*5=2070 armor over 15 seconds the skill goes on cool down for 30 seconds shields during this time will recharge for 8 per second over the entire 45 second duration 8*45=360 2070+360=2430 total tank hp recovered over a period of 45 seconds the time it takes to active repair module shield tanks boost for 328 shields every 1 second over a period of 5 seconds with a cool down of 30 seconds and a shield passive recharge of 22 shields per second 328*5=1640 shields over 5 seconds the skill goes on cool down for 30 seconds shields during this time will recharge for 22 shields every second over the entire 35 seconds that the skil is being used 22*30=660 1640+650= 2410 total shields recharge over a period of 35 seconds the time it would take to use the shield booster skill have it on cool down and utilized again in 35 seconds shields recharge for 2410 in 45 seconds an armor tank will gain 2430 effective hp in 45 seconds the shield tank can can activate shield booster again and recharge 4270 shields in 45 seconds a shield tank can recharge 2630 shields if they chose not to activate shield booster again and a shield tank can increase there passive shield Regen even further by 25 percent by using a passive regeneration module increasing the amount regenerated by 24 percent 22 base passive regeneration per second *.24 from passive Regen increases = 27.28 factor that into the equation and the amount of regeneration for a shield tank increases even further in 35 seconds a shield tank would recharge for 2594.8 in 45 seconds a shield tank would recharge for 2867 shields WHAT YOU CALL PATHETIC SHIELD REGENERATION IS WHAT SINGLE HANDEDLY KEEPS SHIELD TANKS AHEAD OF ARMOR TANKS IN AMOUNT OF TANK HP REGAINED OVER A PERIOD OF TIME its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
253
|
Posted - 2013.06.07 22:29:00 -
[148] - Quote
Yes I can see clearly now thank you everso much . Lets see how your math applys when a madruger with roughly the same hp as a shield tank roll uo to one another and attempt to tank each other under fire whilst having the armour or shield hardners acctive 99.99999999999999999999999999999 deep breath 999999999999999999999999999% of the time a madruger will win . End of fracking story. All we are asking for is our passive shield regen module to be worth wile fitting . Now I wad never doubting the math but thats on papper not in practice. Now go try it out go on ... letts see you tank and rep through blaster fire like a madruger can. And if your going to tell me you can then you are blatently lying. |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.07 22:43:00 -
[149] - Quote
pegasis prime wrote:Yes I can see clearly now thank you everso much . Lets see how your math applys when a madruger with roughly the same hp as a shield tank roll uo to one another and attempt to tank each other under fire whilst having the armour or shield hardners acctive 99.99999999999999999999999999999 deep breath 999999999999999999999999999% of the time a madruger will win . End of fracking story. All we are asking for is our passive shield regen module to be worth wile fitting . Now I wad never doubting the math but thats on papper not in practice. Now go try it out go on ... letts see you tank and rep through blaster fire like a madruger can. And if your going to tell me you can then you are blatently lying. you know you could just tell him/her how the modules actually work, I could too but im not sure it will sink in. its just easier to dismiss as invalid and laugh at, it is a game. just waiting for CCP to fix this imbalance, well if I can stand to wait that long. planet side 2 looks interesting. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
253
|
Posted - 2013.06.07 22:47:00 -
[150] - Quote
Oh yea but am not goi g out to get a ps4 I think ill keep hopeing that ccp dose something . I have skilld inro armour and bloody hell its dam near invinsible against other tanks but really did fail at cqc with infantry. Ill rrun both for the time being and as I said keep hoping . |
|
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:03:00 -
[151] - Quote
ladwar wrote:[quote=Purona] its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. this right here is why non-vehicle users shouldn't chim in on vehicle balancing between other vehicles.
Really i use math and you claim i havent used HAVs
There is not a single HAV in this game that i have come across that i have not destroyed |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.08 00:09:00 -
[152] - Quote
Purona wrote:ladwar wrote:[quote=Purona] its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. this right here is why non-vehicle users shouldn't chim in on vehicle balancing between other vehicles. Really i use math and you claim i havent used HAVs There is not a single HAV in this game that i have come across that i have not destroyed lol.. funniest troll ever you should post more your almost up there with car merc. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:12:00 -
[153] - Quote
ladwar wrote:Purona wrote:ladwar wrote:[quote=Purona] its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. this right here is why non-vehicle users shouldn't chim in on vehicle balancing between other vehicles. Really i use math and you claim i havent used HAVs There is not a single HAV in this game that i have come across that i have not destroyed lol.. funniest troll ever you should post more your almost up there with car merc.
you can see the math right there its all correct are you seriousl going to ignore it all just to call ME a troll |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
257
|
Posted - 2013.06.08 00:24:00 -
[154] - Quote
Purona wrote:ladwar wrote:Purona wrote:ladwar wrote:[quote=Purona] its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. this right here is why non-vehicle users shouldn't chim in on vehicle balancing between other vehicles. Really i use math and you claim i havent used HAVs There is not a single HAV in this game that i have come across that i have not destroyed lol.. funniest troll ever you should post more your almost up there with car merc. you can see the math right there its all correct are you seriousl going to ignore it all just to call ME a troll
I really like how you totally ignored my fair argument can your reos on your gunlogi with your passive regen tank wven a std scatterd blaster like a madruger ???????? I know mine cant and I run pretty sturdy fitts with maxed out skills. |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.08 00:24:00 -
[155] - Quote
Purona wrote:ladwar wrote:Purona wrote:ladwar wrote:[quote=Purona] its clear you haven't been in HAVs.. ever. saving this to laugh at for later. thanks this will make my days much better reading and just LOL over. this right here is why non-vehicle users shouldn't chim in on vehicle balancing between other vehicles. Really i use math and you claim i havent used HAVs There is not a single HAV in this game that i have come across that i have not destroyed lol.. funniest troll ever you should post more your almost up there with car merc. you can see the math right there its all correct are you seriousl going to ignore it all just to call ME a troll LOL but its not right, not even close. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
257
|
Posted - 2013.06.08 00:28:00 -
[156] - Quote
His math is only correct if you take the basic frame of the gunlogi with no skills invested at all so its blatent that they have never ran a gunlogi. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:35:00 -
[157] - Quote
then show me whats wrong dont just say its wrong thats the basics of having a conversation
first person brings up point second person(s) attempts to prove point wrong
dont just say your wrong and then laugh and joke it just makes you look like you dont want to acknowledge whats the person says
so far this thread has been like this as an example
persons A - the world is round group - LOl no you are wrong |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
257
|
Posted - 2013.06.08 00:40:00 -
[158] - Quote
Yet again you fail to answer a simple question can your gunlogi tank even a std 80gj scattered blaster like a madruger during its rep and resist cycle? |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:43:00 -
[159] - Quote
pegasis prime wrote:Yet again you fail to answer a simple question can your gunlogi tank even a std 80gj scattered blaster like a madruger during its rep and resist cycle?
who said i was running gunlogi
|
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
257
|
Posted - 2013.06.08 00:47:00 -
[160] - Quote
Have you ever ran a gunlogi or shield tank above malitia?? If not your oppinion on them is really invalid tbh. |
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ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.08 00:47:00 -
[161] - Quote
Purona wrote:then show me whats wrong dont just say its wrong thats the basics of having a conversation
first person brings up point second person(s) attempts to prove point wrong
dont just say your wrong and then laugh and joke it just makes you look like you dont want to acknowledge whats the person says
so far this thread has been like this as an example
persons A - the world is flat group - LOl no you are wrong just so you know the armor repair pulse last 3 long with a 1 second off cycle and every second of that pulse it repairs 414 while shields is the switched the other way. |
BOZ MR
Internal Error. Negative-Feedback
195
|
Posted - 2013.06.08 00:49:00 -
[162] - Quote
ladwar wrote:Purona wrote:then show me whats wrong dont just say its wrong thats the basics of having a conversation
first person brings up point second person(s) attempts to prove point wrong
dont just say your wrong and then laugh and joke it just makes you look like you dont want to acknowledge whats the person says
so far this thread has been like this as an example
persons A - the world is round group - LOl no you are wrong just so you know the armor repair pulse last 3 long with a 1 second off cycle and every second of that pulse it repairs 414 while shields is the switched the other way. Shield takes much less from lolswarms and AV nades and has passive regen, but passive regen should get a little buff. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:49:00 -
[163] - Quote
really because my armor tank heals in burst of 414 every 3 seconds |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.08 00:52:00 -
[164] - Quote
Purona wrote:really because my armor tank heals in burst of 414 every 3 seconds lol... please stop trolling its just too funny. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.08 00:56:00 -
[165] - Quote
ladwar wrote:Purona wrote:really because my armor tank heals in burst of 414 every 3 seconds lol... please stop trolling its just too funny.
im the one trolling ive counted it ive timed it
it burst heals for 414 every 3 secons
1 2 3 burst 414 4 5 6 burst 414 7 8 9 burst 414 10 11 12 burst 414 13 14 15 burst 414
414 armour repaired every 3 seconds for 15 seconds |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.08 01:02:00 -
[166] - 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. A 20% PG buff works too. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) If CCP wants tank battles to last longer than give us more resistance, as I told in number 3 so we can have more survivability rather than insta popping against proto AV. 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. (Rail against tanks is good right now but when a slug lands next to an infantries feet it should deal 500 ish damage in 3.5M radius.) (Proto Rail btw) 5)Active Shield Resistance module should be 30 second active and 30 second CD. 6) Passive regen of shields are joke, it should be 1.5x of what it is now. 7) 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 8) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. Also AV grenade's damage should be decreased by atleast 25%. P.S. We want Surya and Sagaris back.
All this is fine as soon as they add a RPG style equipment slot weapon. 2-3 shots only. (not everyone carries AV grenades all day) |
ladwar
Dead Six Initiative Lokun Listamenn
591
|
Posted - 2013.06.08 01:20:00 -
[167] - Quote
Purona wrote:ladwar wrote:Purona wrote:really because my armor tank heals in burst of 414 every 3 seconds lol... please stop trolling its just too funny. im the one trolling ive counted it ive timed it it burst heals for 414 every 3 secons 1 2 3 burst 414 4 5 6 burst 414 7 8 9 burst 414 10 11 12 burst 414 13 14 15 burst 414 414 armour repaired every 3 seconds for 15 seconds your drunk, go home/bed |
Harpyja
DUST University Ivy League
88
|
Posted - 2013.06.08 04:16:00 -
[168] - Quote
Instead of buffing missile splash range by 1.5x, I suggest restoring splash range to that of the closed beta (I believe it was 5m for all but the fragmented with 7.5m and I don't remember what the small ones had).
The reason missiles were considered OP because they did too much splash damage. What did CCP do? Instead of tweaking them little by little, they slaughtered the splash damage and range and greatly threw off their accuracy (every missile would go in a random direction with the last one going way off target).
Missiles have been trying to crawl their way back up from the grave to compete with blasters and railguns, but are not there quite yet. I think more splash range and an ability to track vehicles (not as much as swarms) and make even tinier adjustments to their flight pattern against dropsuits would give missiles the necessary buffs to make a comeback.
Why do they need slight flight corrections? Because it's impossible to get direct hits on infantry without luck. And bringing up splash range will make splash damage a more viable option when direct hits are not an option. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.08 04:39:00 -
[169] - Quote
I run Gunloggis.
I can eat small arms, swarm missiles and av nades all day. I've never been hit by a flux - they always seem to miss, and people rarely use them.
I lose to armor tanks in HAV battles. I believe this is because they regenerate / harden better (armor hardeners are seriously weird - with two you can have them up indefinitely) and because they fit blasters better.
Improving missile launchers would help shield tanks a lot - they need halo plasma-pistol style tracking/homing to compete. Basically the issue is that blasters are accurate at midrange because they rapid fire and travel instantly thus you can watch the opponents health drop as feedback to know you are on target. It may help if, instead of salvos, missile turrets ( at least cycled to test) fired one missile at a time - instead of 4 missiles then a 2 second wait, fire a missile every .5 seconds.
I die to assault forge guns. This seems a little unfair to me . literally impossible to escape most of the time. I'd like shield tanks to have different hardeners - shield hardeners seem useless when you can just use 2 or 3 passive resistance amps. I'd like to see a 50-75% reduction in damage for 5 seconds. This should help vs being ganked by assault forgeguns without providing too significant an advantage in prolonged engagements.
I'm OK with being weak vs armor tanks at close range, but I should stand a chance at mid range with missile turrets. I'm OK with being taken out by assault forge guns if theyre good or have good support, but I shouldn't be a free kill as soon as I am in their sights. I think I am OK with flux nades vs shields, because AV nades don't do a whole lot to me. But I've never really been hit by one. |
ladwar
Dead Six Initiative Lokun Listamenn
595
|
Posted - 2013.06.08 14:19:00 -
[170] - Quote
as a shield HAV I can tell you I fear proto swarms the most over proto forges. I think that's just wrong. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
163
|
Posted - 2013.06.08 14:25:00 -
[171] - Quote
i always forget to ask rear view. I ask rear view |
ladwar
Dead Six Initiative Lokun Listamenn
596
|
Posted - 2013.06.08 22:33:00 -
[172] - Quote
some kindof sexist joke? |
ladwar
Dead Six Initiative Lokun Listamenn
597
|
Posted - 2013.06.09 02:46:00 -
[173] - Quote
bump because no dev response yet. |
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