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Kitten Empress
Ametat Security Amarr Empire
394
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Posted - 2013.06.09 09:41:00 -
[1] - Quote
Note: When I'm saying AV, I'm talking about everything that is AV like swarms, forge gun, etc', not just the grenade.
Problem: Coordinated AV destroys any tank faster than you can blink, making them useless in corp battles. Solution: Buff HAV's/nerf AV
Problem: HAV's are too strong because blueberries cannot make a proper coordinated attack Solution: Buff AV/Nerf tanks
This is an endless cycle that has been going on since forever. My suggestion is, in pub matches HAV's should be able to be taken down by 1-2 AV. (1 being proto AV, 2 being anything else)
In corp battles, their HP should be significantly higher to compensate for the coordination that comes with corps. Requiring 3-4 AV (3 being proto,4 being everything else) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
816
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Posted - 2013.06.09 09:48:00 -
[2] - Quote
While I appreciate the drive to make suggestions for this very important issue, I think we also need to maintain continuity throughout the game, and I don't really see that happening with HP of vehicles going up and down based off the game mode...plus it just doesn't make sense physically. |
Kitten Empress
Ametat Security Amarr Empire
395
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Posted - 2013.06.09 09:50:00 -
[3] - Quote
Pokey Dravon wrote:While I appreciate the drive to make suggestions for this very important issue, I think we also need to maintain continuity throughout the game, and I don't really see that happening with HP of vehicles going up and down based off the game mode...plus it just doesn't make sense physically. I really don't see any other way TBH. Maybe have separate tanks that are only available for corp battles. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
262
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Posted - 2013.06.09 09:53:00 -
[4] - Quote
I do believe we need proto tanks and proto mods for our tanks before any more buffs or nerfs take place . As it stands we only have std and semi adv tanks . If we acctually get proto tanks and proto mods I think youd see a bit more balance. |
Mortedeamor
Internal Error. Negative-Feedback
65
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Posted - 2013.06.09 09:58:00 -
[5] - Quote
ccp need to keep track of the player time spent in the game and understanding of mechanics or at least try to get a judge before listening to anything they read on here...tanks are in a bad place right now because they have no proto equivalence. for example logi lav ..limbus is proto ..require proto av to deal with ...swarms an av nades are balanced. issue..charybdis ..is the light forge equivalent sucks. ( that would be the pasma cannon) so charybdis seems a bit opp.
the only way to accurately test tank true state is to face them with standard av only. ..if i remember correctly standard av never bothered me overly when i tanked. ..you can expect only to match up to standard maybe advanced gear one within 3-600 m of av assuming your not in a redline.
once proto havs are in place i think you will find av is fine..and tanks will be op.because no one can solo a proto one anymore...i however look forward to the days when me and my friends have to work together to squish tankers expensive coffins
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RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
182
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Posted - 2013.06.09 10:07:00 -
[6] - Quote
A solution to all Vehicle/AV threads: Bomber LAAs, which in turn, can be countered by Interceptor LAA, which in turn, by MAAs |
Mortedeamor
Internal Error. Negative-Feedback
66
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Posted - 2013.06.09 10:11:00 -
[7] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=85957&find=unread
av vs lavs |
IamI3rian
OSG Planetary Operations Covert Intervention
152
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Posted - 2013.06.09 11:53:00 -
[8] - Quote
RuckingFetard wrote:A solution to all Vehicle/AV threads: Bomber LAAs, which in turn, can be countered by Interceptor LAA, which in turn, by MAAs
+1. Make it happen Iceland. |
Delta 749
Kestrel Reconnaissance
278
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Posted - 2013.06.09 11:59:00 -
[9] - Quote
Balance is fine as it is and I say this as the guy who will spend all match chasing a tank around with my swarm launcher not being able to destroy it all by my lonesome Any tank driver that decides to rambo and drive right into a swarm of the enemy deserves to die from a half dozen grenades lobbed at him and if he cant handle a heavy managing to trundle his big slow ass into a position to shoot at him he needs to harden up |
Azura Sakura
Militaires-Sans-Frontieres
73
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Posted - 2013.06.09 12:05:00 -
[10] - Quote
Buff tanks and or spotting similar to BF3. That way when you know/hear a tank is in the area, you either haul ass or die. This is enough reason to justify a buff for tanks. This should promote team work if that doesn't, keep the buff until they adapt or die. |
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R F Gyro
Krusual Covert Operators Minmatar Republic
360
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Posted - 2013.06.09 12:06:00 -
[11] - Quote
Tanks/AV will remain imbalanced no matter what we tweak until CCP realise that you have to balance primarily around the most scarce resource, which in online games is players.
A tank (HAV) should require three players working together to operate, and should take 3 players working together to kill. The tank should cost about 3 times as much as the AV suit. About 50% of the time the tank should kill the AV squad, about 50% of the time the AV squad should kill the tank.
How to achieve this? Make the driver operate the front gun, not the main gun. Give the main gun a limited field of view. Move the current "external camera" FOV to the top gun. |
stlcarlos989
SVER True Blood Unclaimed.
83
|
Posted - 2013.06.09 12:17:00 -
[12] - Quote
R F Gyro wrote:Tanks/AV will remain imbalanced no matter what we tweak until CCP realise that you have to balance primarily around the most scarce resource, which in online games is players.
A tank (HAV) should require three players working together to operate, and should take 3 players working together to kill. The tank should cost about 3 times as much as the AV suit. About 50% of the time the tank should kill the AV squad, about 50% of the time the AV squad should kill the tank.
How to achieve this? Make the driver operate the front gun, not the main gun. Give the main gun a limited field of view. Move the current "external camera" FOV to the top gun.
Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
183
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Posted - 2013.06.09 12:25:00 -
[13] - Quote
R F Gyro wrote:Tanks/AV will remain imbalanced no matter what we tweak until CCP realise that you have to balance primarily around the most scarce resource, which in online games is players.
A tank (HAV) should require three players working together to operate, and should take 3 players working together to kill. The tank should cost about 3 times as much as the AV suit. About 50% of the time the tank should kill the AV squad, about 50% of the time the AV squad should kill the tank.
How to achieve this? Make the driver operate the front gun, not the main gun. Give the main gun a limited field of view. Move the current "external camera" FOV to the top gun. The problem then is that this will convert the game into HAV 514, which is why I suggested dedicated AV vehicles |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
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Posted - 2013.06.09 12:36:00 -
[14] - Quote
RuckingFetard wrote:R F Gyro wrote:Tanks/AV will remain imbalanced no matter what we tweak until CCP realise that you have to balance primarily around the most scarce resource, which in online games is players.
A tank (HAV) should require three players working together to operate, and should take 3 players working together to kill. The tank should cost about 3 times as much as the AV suit. About 50% of the time the tank should kill the AV squad, about 50% of the time the AV squad should kill the tank.
How to achieve this? Make the driver operate the front gun, not the main gun. Give the main gun a limited field of view. Move the current "external camera" FOV to the top gun. The problem then is that this will convert the game into HAV 514, which is why I suggested dedicated AV vehicles How will making HAVs harder to operate make them more dominant? |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
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Posted - 2013.06.09 12:38:00 -
[15] - Quote
stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP.
If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple.
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stlcarlos989
SVER True Blood Unclaimed.
83
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Posted - 2013.06.09 12:44:00 -
[16] - Quote
R F Gyro wrote:stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP. If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple.
I can agree with that, I believe that driving the HAV and operating the main turret should be done by two separate individuals, but unfortunately that will only increase the likelihood of HAV drivers posting up on mountains and sniping with a railgun.
One thing that could help with balance would be giving HAV drivers finite ammo forcing them to have to utilize supply depots or some sort of vehicle nanohives that they have to equip. |
stlcarlos989
SVER True Blood Unclaimed.
83
|
Posted - 2013.06.09 12:44:00 -
[17] - Quote
R F Gyro wrote:stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP. If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple.
I can agree with that, I believe that driving the HAV and operating the main turret should be done by two separate individuals, but unfortunately that will only increase the likelihood of HAV drivers posting up on mountains and sniping with a railgun.
One thing that could help with balance would be giving HAV drivers finite ammo forcing them to have to utilize supply depots or some sort of vehicle nanohives that they have to equip. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
|
Posted - 2013.06.09 12:49:00 -
[18] - Quote
so you saying my 2.5 mil tank should be taken out in 2.5 ( 1 shot) secs to 5 seconds (2 shots) by a 50K Iisk SHUKYNE forgegun whcih requires way less sp than my tank.... |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
|
Posted - 2013.06.09 12:51:00 -
[19] - Quote
stlcarlos989 wrote:R F Gyro wrote:stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP. If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple. I can agree with that, I believe that driving the HAV and operating the main turret should be done by two separate individuals, but unfortunately that will only increase the likelihood of HAV drivers posting up on mountains and sniping with a railgun. One thing that could help with balance would be giving HAV drivers finite ammo forcing them to have to utilize supply depots or some sort of vehicle nanohives that they have to equip.
nahh, finite ammo would make a tank worthless in battle.... |
stlcarlos989
SVER True Blood Unclaimed.
83
|
Posted - 2013.06.09 12:53:00 -
[20] - Quote
Anmol Singh wrote:stlcarlos989 wrote:R F Gyro wrote:stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP. If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple. I can agree with that, I believe that driving the HAV and operating the main turret should be done by two separate individuals, but unfortunately that will only increase the likelihood of HAV drivers posting up on mountains and sniping with a railgun. One thing that could help with balance would be giving HAV drivers finite ammo forcing them to have to utilize supply depots or some sort of vehicle nanohives that they have to equip. nahh, finite ammo would make a tank worthless in battle....
How so? There are supply depots, I suggested vehicle nanohives, hell there is the ammo capacity skill for infantry that could be added to vehicle skills. |
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R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.09 13:05:00 -
[21] - Quote
Anmol Singh wrote:so you saying my 2.5 mil tank should be taken out in 2.5 ( 1 shot) secs to 5 seconds (2 shots) by a 50K Iisk SHUKYNE forgegun whcih requires way less sp than my tank.... Note sure if this was responding to me. If it was...
Equal # players, equal ISK, equal SP should be equal. A 2.5 mill HAV should be about equivalent to three 800K AV suits.
It should take as long for a 3-man AV squad to kill a 3-man HAV as the other way around, assuming equal ISK and SP. If one side has more ISK and/or SP than the other then they will do it quicker. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
148
|
Posted - 2013.06.09 13:08:00 -
[22] - Quote
Kitten Empress wrote:Note: When I'm saying AV, I'm talking about everything that is AV like swarms, forge gun, etc', not just the grenade.
Problem: Coordinated AV destroys any tank faster than you can blink, making them useless in corp battles. Solution: Buff HAV's/nerf AV
Problem: HAV's are too strong because blueberries cannot make a proper coordinated attack Solution: Buff AV/Nerf tanks
This is an endless cycle that has been going on since forever. My suggestion is, in pub matches HAV's should be able to be taken down by 1-2 AV. (1 being proto AV, 2 being anything else)
In corp battles, their HP should be significantly higher to compensate for the coordination that comes with corps. Requiring 3-4 AV (3 being proto,4 being everything else)
I think vehicle HP wise will be better down the rode since we will have ADV and PRO as well as PRO modules but time will tell I guess. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
|
Posted - 2013.06.09 13:11:00 -
[23] - Quote
stlcarlos989 wrote:Anmol Singh wrote:stlcarlos989 wrote:R F Gyro wrote:stlcarlos989 wrote:Tank users want it to take a coordinated attack from AV specialists to bring down a tank which is understandable from their perspective. So if its supposed to take 3 proto AV to destroy a tank then it should take 3x the SP to skill into that tank relative to the SP cost for the AV specialists. Thats including modules, AV weapon, and dropsuit SP costs. But SP isn't the limiting factor in battles, now that there are thousands of players with over 10 million SP, and it will only get worse as time passes and people get more SP. If it takes multiple infantry to kill a tank (which I think it should) then it should take multiple crewmembers to operate one. Simple. I can agree with that, I believe that driving the HAV and operating the main turret should be done by two separate individuals, but unfortunately that will only increase the likelihood of HAV drivers posting up on mountains and sniping with a railgun. One thing that could help with balance would be giving HAV drivers finite ammo forcing them to have to utilize supply depots or some sort of vehicle nanohives that they have to equip. nahh, finite ammo would make a tank worthless in battle.... How so? There are supply depots, I suggested vehicle nanohives, hell there is the ammo capacity skill for infantry that could be added to vehicle skills.
because vehicles are vehicles, if you do finite ammo, they better buff my tank a lot, anyway we tankers barley have enough pg to put on 1 heavy shield extender b/c it is all taken up by the fking turrets, especially the small turrets, they are a waste of pg and cpu |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.09 13:15:00 -
[24] - Quote
Anmol Singh wrote:because vehicles are vehicles, if you do finite ammo, they better buff my tank a lot, anyway we tankers barley have enough pg to put on 1 heavy shield extender b/c it is all taken up by the fking turrets, especially the small turrets, they are a waste of pg and cpu I think you need a stronger argument than "I want my OP tank to remain OP". |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
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Posted - 2013.06.09 13:15:00 -
[25] - Quote
R F Gyro wrote:Anmol Singh wrote:so you saying my 2.5 mil tank should be taken out in 2.5 ( 1 shot) secs to 5 seconds (2 shots) by a 50K Iisk SHUKYNE forgegun whcih requires way less sp than my tank.... Note sure if this was responding to me. If it was... Equal # players, equal ISK, equal SP should be equal. A 2.5 mill HAV should be about equivalent to three 800K AV suits. It should take as long for a 3-man AV squad to kill a 3-man HAV as the other way around, assuming equal ISK and SP. If one side has more ISK and/or SP than the other then they will do it quicker.
??? no such thing as 800k isk drop suits lol... you need a std heavy suit which is like 20k isk, av nades 2k isk, and proto forgegun 50k is k= 1 man av team takes out 2.5 mil isk tank.... thats how it is right now... you just want to fk tankers even harder... av needs to be nerfed and you ask for buff or tanks need to be buffed. especially shield |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
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Posted - 2013.06.09 13:16:00 -
[26] - Quote
R F Gyro wrote:Anmol Singh wrote:because vehicles are vehicles, if you do finite ammo, they better buff my tank a lot, anyway we tankers barley have enough pg to put on 1 heavy shield extender b/c it is all taken up by the fking turrets, especially the small turrets, they are a waste of pg and cpu I think you need a stronger argument than "I want my OP tank to remain OP".
AV is op... i have no clue wtf your talkin bout... |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
|
Posted - 2013.06.09 13:20:00 -
[27] - Quote
R F Gyro wrote:Anmol Singh wrote:because vehicles are vehicles, if you do finite ammo, they better buff my tank a lot, anyway we tankers barley have enough pg to put on 1 heavy shield extender b/c it is all taken up by the fking turrets, especially the small turrets, they are a waste of pg and cpu I think you need a stronger argument than "I want my OP tank to remain OP".
if their is finite ammo i request 25,000 blaster shots and 500 railgun shots..., this is not 2013, ammo in hybrid turrets are made by energy, i dont mind a energy bar... but as long as it recharges... |
stlcarlos989
SVER True Blood Unclaimed.
83
|
Posted - 2013.06.09 13:26:00 -
[28] - Quote
Anmol Singh wrote:R F Gyro wrote:Anmol Singh wrote:because vehicles are vehicles, if you do finite ammo, they better buff my tank a lot, anyway we tankers barley have enough pg to put on 1 heavy shield extender b/c it is all taken up by the fking turrets, especially the small turrets, they are a waste of pg and cpu I think you need a stronger argument than "I want my OP tank to remain OP". if their is finite ammo i request 25,000 blaster shots and 500 railgun shots..., this is not 2013, ammo in hybrid turrets are made by energy, i dont mind a energy bar... but as long as it recharges...
I don't play EVE Online but my understanding is that they have to buy ammo for their space ships, so explain to how it makes sense that tanks, LAVs, and dropships have perfected infinite ammo technology but space ships and infantry weapons haven't. |
phakk
Molon Labe. League of Infamy
35
|
Posted - 2013.06.09 14:26:00 -
[29] - Quote
pegasis prime wrote:I do believe we need proto tanks and proto mods for our tanks before any more buffs or nerfs take place . As it stands we only have std and semi adv tanks . If we acctually get proto tanks and proto mods I think youd see a bit more balance.
Right. Nifty in theory mind you. But this is CCP on tank's here. How much more survivability do you think that PRO tank will have vs ADV? For... what. 2.5 times the cost again. So for the low low price of 5+ mill isk, we get to lose better tanks to poorly balanced AV.
Proto forgeguns are a friggin joke. How the powers that be decided that a man-portable weapon could do more damage than an installed turret on a HAV is beyond me. ( charge up time or not )
AV grenades are also a joke. Said it before, will say it again. They should simply go. It'll never happen, but I'd like to see 'em get replaced with better Proximity Mines. |
Big miku
Internal Error. Negative-Feedback
242
|
Posted - 2013.06.09 15:04:00 -
[30] - Quote
Anmol Singh wrote:so you saying my 2.5 mil tank should be taken out in 2.5 ( 1 shot) secs to 5 seconds (2 shots) by a 50K Iisk SHUKYNE forgegun whcih requires way less sp than my tank....
So you're saying my 8.6 million USD M1A1FEP Abrams MBT should not be taken out by 300 USD RPG-9s?
Offense is always cheaper and more effective than Defense in the real world. |
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