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Yotta Guns
Molon Labe. League of Infamy
20
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Posted - 2013.06.09 07:11:00 -
[1] - Quote
I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. |
ladwar
Dead Six Initiative Lokun Listamenn
599
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Posted - 2013.06.09 07:34:00 -
[2] - Quote
wasn't always an issue.. when they change the turrets skills is when armor HAV win because of the repairer. we told they and let they still did it. |
Yotta Guns
Molon Labe. League of Infamy
20
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Posted - 2013.06.11 04:45:00 -
[3] - Quote
ladwar wrote:wasn't always an issue.. when they change the turrets skills is when armor HAV win because of the repairer. we told they and let they still did it. Who told you they weren't going to change it? We need to get him and tell him someone snuck a bad update by him. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
36
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Posted - 2013.06.11 06:28:00 -
[4] - Quote
why dont u just not waste ammo trying to shoot a tank wen the modules are active?? they are even more vulnurable when the modules are in cool-down, its prety simple unless ur fighting a tank with tripple reps and the driver has lots of practice using a tank fitred that way |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
750
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Posted - 2013.06.11 06:30:00 -
[5] - Quote
Blaster turrets are meant to be anti-infantry. |
Eurydice Itzhak
Militaires Sans Jeux
65
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Posted - 2013.06.11 07:43:00 -
[6] - Quote
Yotta Guns wrote:I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way.
I kinda like the direction you're headed in but you took a wrong turn and lost me.
Armor repairers are amazingly strong. Shields need something to make them shine in some area. Armor does NOT need to be nerfed.
If tanks were so OP we'd see a lot more of them in PC. You'll see an armor tank or two sometimes, but you'll never see a shield tank. I think that is where we need to take our balancing directions from. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
170
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Posted - 2013.06.11 08:14:00 -
[7] - Quote
the only thing that makes armor tank vs armor tank interesting is the power of our modules, they should buff shield tanks. |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:30:00 -
[8] - Quote
Alabastor 'TheBlaster' Alcar wrote:why dont u just not waste ammo trying to shoot a tank wen the modules are active?? they are even more vulnurable when the modules are in cool-down, its prety simple unless ur fighting a tank with tripple reps and the driver has lots of practice using a tank fitred that way Cause the other tank is still shooting at me... I'd be dumb not to return fire. |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:32:00 -
[9] - Quote
Zeylon Rho wrote:Blaster turrets are meant to be anti-infantry. They work well enough against tanks. In fact they're better then missiles and railguns if you're up . |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:43:00 -
[10] - Quote
Eurydice Itzhak wrote:Yotta Guns wrote:I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. I kinda like the direction you're headed in but you took a wrong turn and lost me. Armor repairers are amazingly strong. Shields need something to make them shine in some area. Armor does NOT need to be nerfed. If tanks were so OP we'd see a lot more of them in PC. You'll see an armor tank or two sometimes, but you'll never see a shield tank. I think that is where we need to take our balancing directions from. Fine, then make shield tanks stronger... As long add they're even with armor... Shield tanks seem to go down in about 4 seconds (sometimes literally) with an assault forge gun shooting em... So a buff wouldn't be so bad.
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
349
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Posted - 2013.06.11 10:56:00 -
[11] - Quote
All numbers from here, which is up-to-date as far as I know: http://wiki.dust514.info/index.php?title=Armor_Repairers_(Vehicles) http://wiki.dust514.info/index.php?title=Large_Blaster_Turret
So, the best armor rep can do 2070 health over 15 seconds for a total of 138 HP/s
The worst large blaster, the militia variant, can do 428.6 RPM at 89.2 damage per round. Multiplying, then dividing by seconds/min gives us 637 DPS. Even with a 25% resist mod the rep can't out-repair that. If you're being out repped then you're missing three shots for every one that lands. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
266
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Posted - 2013.06.11 11:59:00 -
[12] - Quote
Eurydice Itzhak wrote:Yotta Guns wrote:I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. I kinda like the direction you're headed in but you took a wrong turn and lost me. Armor repairers are amazingly strong. Shields need something to make them shine in some area. Armor does NOT need to be nerfed. If tanks were so OP we'd see a lot more of them in PC. You'll see an armor tank or two sometimes, but you'll never see a shield tank. I think that is where we need to take our balancing directions from.
I would have to agree on with you on shield tanks . My madruger is almost indestructabke but my gunlogi and falcone take allot more work to stay in one piece. The problem with balancing equipment and vehicles arround pc standerd is only about 5% of the games population if that get to participate in pc so balancing arround one eliete game mode with throw imbalance for everyone else. Ccp has allot of work to do regarding the balancing of tanks but basing that balance arround pc is tge wrong way to go.
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Eurydice Itzhak
Militaires Sans Jeux
65
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Posted - 2013.06.11 12:06:00 -
[13] - Quote
pegasis prime wrote:
I would have to agree on with you on shield tanks . My madruger is almost indestructabke but my gunlogi and falcone take allot more work to stay in one piece. The problem with balancing equipment and vehicles arround pc standerd is only about 5% of the games population if that get to participate in pc so balancing arround one eliete game mode with throw imbalance for everyone else. Ccp has allot of work to do regarding the balancing of tanks but basing that balance arround pc is tge wrong way to go.
If we DON'T balance them around PC, it will be the only role in the game that you can sink 12 mil SP into and still not be viable for PC.
The only thing even close to this right now is scout but a scout with 12 mil SP can still compete. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
267
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Posted - 2013.06.11 13:31:00 -
[14] - Quote
Oh I totally agree with balancing round pc but I was just hylighting a major draw back arround it . We would end out with unkillable tanks in pub games . |
Harpyja
DUST University Ivy League
104
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Posted - 2013.06.11 13:32:00 -
[15] - Quote
Eurydice Itzhak wrote:Yotta Guns wrote:I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. I kinda like the direction you're headed in but you took a wrong turn and lost me. Armor repairers are amazingly strong. Shields need something to make them shine in some area. Armor does NOT need to be nerfed. If tanks were so OP we'd see a lot more of them in PC. You'll see an armor tank or two sometimes, but you'll never see a shield tank. I think that is where we need to take our balancing directions from. Armor NEEDS to be nerfed. Shields should be able to recover 6000 shield from one use of the booster. Armor should be slower and repair less. Look at EVE online; shield boosters rep significantly more hp/s than armor reps do. Shields burst tank while armor can take sustained damage but not as much as shield (while a shield booster is active of course).
Dust has it wrong. Shields can take sustained weak damage over periods of time while armor can both burst tank and take sustained damage. Shields are supposed to ambush, burst tank, then gtfo. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
267
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Posted - 2013.06.11 13:34:00 -
[16] - Quote
The first question I would like answerd from the rest of the tanking community is hiw many tanks do you feel it is acceotible to loose in a pc battle? Following on from that what is an acceptable levle of av before you loose a tank in pc? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1324
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Posted - 2013.06.11 13:34:00 -
[17] - Quote
Power grids just need to be buffed back up so, you know, you can equip stuff. |
Harpyja
DUST University Ivy League
104
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Posted - 2013.06.11 13:41:00 -
[18] - Quote
pegasis prime wrote:The first question I would like answerd from the rest of the tanking community is hiw many tanks do you feel it is acceotible to loose in a pc battle? Following on from that what is an acceptable levle of av before you loose a tank in pc? I played PC only once and every time I called in my Gunnlogi it got soloed by a proto forge. But again, shield tanks are crap compared to armor tanks. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
267
|
Posted - 2013.06.11 14:19:00 -
[19] - Quote
Harpyja wrote:pegasis prime wrote:The first question I would like answerd from the rest of the tanking community is hiw many tanks do you feel it is acceotible to loose in a pc battle? Following on from that what is an acceptable levle of av before you loose a tank in pc? I played PC only once and every time I called in my Gunnlogi it got soloed by a proto forge. But again, shield tanks are crap compared to armor tanks.
This will always be a problem untill we are given proto HAVs only then will it take more than 1 proto forger to tackle a proto tank. |
Scheneighnay McBob
Bojo's School of the Trades
1522
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Posted - 2013.06.11 15:59:00 -
[20] - Quote
Zeylon Rho wrote:Blaster turrets are meant to be anti-infantry. Actually, they're just meant to be short-range. |
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Yotta Guns
Molon Labe. League of Infamy
21
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Posted - 2013.06.11 17:41:00 -
[21] - Quote
Harpyja wrote:pegasis prime wrote:The first question I would like answerd from the rest of the tanking community is hiw many tanks do you feel it is acceotible to loose in a pc battle? Following on from that what is an acceptable levle of av before you loose a tank in pc? I played PC only once and every time I called in my Gunnlogi it got soloed by a proto forge. But again, shield tanks are crap compared to armor tanks. Incredibly fast too, right? The proto forges should be good, but the shield tank is weak compared to it, do it goes down fast. |
Yotta Guns
Molon Labe. League of Infamy
21
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Posted - 2013.06.11 17:47:00 -
[22] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote: But you're forgetting that people will put on multiple resisters and/our multiple repairers... And regardless, i'm not the only one experiencing this by far. The armor tanks can not only burst, but ALSO take sustained damage. Field tanks on the other hand can be soloed with the right forge gun, OR simply outgunned by an equivalent tank in armor. |
Harpyja
DUST University Ivy League
106
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Posted - 2013.06.11 17:54:00 -
[23] - Quote
Yotta Guns wrote:Alan-Ibn-Xuan Al-Alasabe wrote: But you're forgetting that people will put on multiple resisters and/our multiple repairers... And regardless, i'm not the only one experiencing this by far. The armor tanks can not only burst, but ALSO take sustained damage. Field tanks on the other hand can be soloed with the right forge gun, OR simply outgunned by an equivalent tank in armor. Exactly what I'm saying as well. Shields shine through burst tanking, but they can't do that currently, while armor tanking is purely better all around.
Also Alan is partially wrong. You have to multiply the armor rep stats by three because the armor repped is hp/s during each pulse which is three seconds long. So the best armor rep repairs over 6000 in roughly 20 seconds. Faster with skills. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
36
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Posted - 2013.06.11 19:12:00 -
[24] - Quote
well from all the posts i looks like the issue is not armor reps and armor tanks, its a lack of shield boosting power and overall shield resistance, im not even totally speced for av and i have no trouble killing any tanks unless they sit in their redline and snipe the whole time except for the enforcer tanks i have yet to see a rail or blaster enforcer at all
the trick to killing vehicles is to shoot them once or twice to make them activate their module then take cover till its in cooldown then whail on it with all ur ammo |
Halador Osiris
Dead Six Initiative Lokun Listamenn
399
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Posted - 2013.06.11 19:47:00 -
[25] - Quote
The real trick is to hurt a tank a little, let him run his repper, and then start blasting him away as soon as it's finished running. Doesn't necessarily work in tank v. tank engagements, but when you're in a dropship it works like a charm. |
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