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Takahiro Kashuken
Red Star. EoN.
571
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Posted - 2013.06.28 11:39:00 -
[1] - Quote
Back to the top |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:29:00 -
[2] - Quote
Bump - Come on CCP Blam wake up |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:52:00 -
[3] - Quote
Medic 1879 wrote:Going to ask this here before I make a bug report or start searching the bug section.
Well my question is thus I have a vehicle using alt when driving in a LAV all my modules work fine, however when driving a HAV armour rep's sometimes dont activate well they do I bring the wheel up select the rep it highlights and starts the cycling however it doesn't actually do anything to repair my armour just cycles then enters cool down. Is this a known issue?
Yea it is
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Takahiro Kashuken
Red Star. EoN.
587
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Posted - 2013.07.03 11:12:00 -
[4] - Quote
So we have seen the values that AV nades finally do
Basic AV nade - around 1k
Packed AV - over 1.2
Ex-?? - 1.2+
Lai Dai - Nearly 1.8k
Other nades are less in general but eventually everyone would use proto anyways espc in PC
So spec into the top proto AV nades and you can cause 5.4k damage in 3 nades thats not including the damage bonus against armor, thats 3/4 of a current armor tank fitted
Proxy mines tho are different, 750damage but splash but you can carry more mines, proto lvl 6 can be active so you can cause 4.5k damage which is less than 3 top AV nades which i find is BS
For me which may anger vehicle drivers is that why are handheld nades more powerful than a mine?
When you think of a mine its packed explosives in the ground where as nades are smaller in general and great for infantry
Shouldnt the values be reversed so proxy mines are more powerful than the AV nades?
I think mines should do more damage, but they would have to give up the extra mines they get to carry for the damage buff
As for the AV nades it would be a damage reduction for me of 50% because they are ment to be a detterent to vehicles and add a bit of DPS to help weaken a vehicle not pop it in 4 nades |
Takahiro Kashuken
Red Star. EoN.
591
|
Posted - 2013.07.03 15:37:00 -
[5] - Quote
Judge Rhadamanthus wrote:I noticed recently that when hit by a forge gun or a rail turret that the dropship hit indicator often indicates the hit from the wrong direction. To save you a read I put it into a video with gameplay, examples, freeze frames. Sit back and see the bug. It matters because its hard in a dropship. We donGÇÖt need our equipment to lie to us. Forged Forge
Hit from behind which you can easily tell yet red area straight in front problem im guessing is that maybe splash damage so that spalsh may hit the front also somehow yet the thinks its from the front maybe |
Takahiro Kashuken
Red Star. EoN.
592
|
Posted - 2013.07.03 16:20:00 -
[6] - Quote
steadyhand amarr wrote:Odd idea your isk reward is influenced by what u bring into the battle. So u deploy a tank you get at least half the cost back. The other half of your isk payout is based as normall. No idea what affect this would have but it would isk payouts in matches
ISK reward, you get what you destroy
How is that hard to understand? |
Takahiro Kashuken
Red Star. EoN.
599
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Posted - 2013.07.04 16:59:00 -
[7] - Quote
Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
600
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Posted - 2013.07.05 11:17:00 -
[8] - Quote
Takahiro Kashuken wrote:Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
603
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Posted - 2013.07.05 15:30:00 -
[9] - Quote
NAV HIV wrote:English, i've specced into Proto swarms just to see what it's like. It's scary. Specially if you are Armor tanking. I shouldn't be able to stand on one place with two nanohives and take out 4 tanks. The map with the bridge on it, i held back 4 tanks on my own, from objective "D"... The tanks could barely reach objective "E". If they push up to the bridge somehow, they had to retreat or they were put down. The damned Logi Lav did better than Madrugars. lol
the point is, it shouldn't be that way
Yea it hurts and hits hard, if that gets in the way of a tank battle whoever sides its on they win
I would hope advanced/proto vehicles will be able to stand upto them like basic can stand up to milita/basic but at this rate we going to get AA HAVs because of all the dropships in the skies |
Takahiro Kashuken
Red Star. EoN.
607
|
Posted - 2013.07.06 11:15:00 -
[10] - Quote
Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
609
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Posted - 2013.07.07 22:16:00 -
[11] - Quote
Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
610
|
Posted - 2013.07.07 23:25:00 -
[12] - Quote
4months ago?
Has anything changed since he last graced the forum with his presence? |
Takahiro Kashuken
Red STar. EoN.
619
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Posted - 2013.07.08 09:53:00 -
[13] - Quote
Medic 1879 wrote:Just been messing around on my HAV alt, using a Madrugar with 1k shields 10% resists on them and 6.3k ish armour. Drove through a compound got 4 kills 3 assists, kept moving for fear of AV nades didn't take a hit though. Got out the other gate drove towards the furthest objective. Hears a swarm launch and activates active 20% hardener SL takes out all of shields and 1kish armour, I activate my repper as the second round lands second round takes me to just over 1k armour get behind a wall to rep last set of SL rounds does 90 degree turn and gets me behind the wall finishing me off.
What I learned from this 2mil SP into tanking is not enough 7k ish combined ehp is low. Proto SL can 3 shot a 7khp tank with 10% shield and 20% armour resists with armour repper going as well.
Might spec into proto swarms lol.
They are used because they are easy to use and require no skill
1. They can be invisible so the vehicle driver doesnt see it
2. They can do 270deg turns on the spot and still hit you
3. They cannot be outrun by land vehicles
4. They go around corners
5. They require no aiming
6. They lock on in a second or 2
7. You can jump while locking on or firing
8. Currently beast against armor vehicles
9. Can fire from relative safety without getting killed
Problem is for SL users once points 1/2/4 are fixed and the missiles hit objects that you use as cover they maybe might not be that useful and add in advanced/proto vehicles and maybe just maybe we can stand up to the solo proto AV guy up on that hill |
Takahiro Kashuken
Red STar. EoN.
629
|
Posted - 2013.07.09 11:05:00 -
[14] - Quote
Eurydice Itzhak wrote:Where is CCP Blam?
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Takahiro Kashuken
Red STar. EoN.
643
|
Posted - 2013.07.10 11:24:00 -
[15] - Quote
Alpha 443-6732 wrote:Eurydice Itzhak wrote:Nguruthos IX wrote:Where is CCP Blam?
Where is CCP Blam?
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Takahiro Kashuken
Red STar. EoN.
644
|
Posted - 2013.07.10 22:08:00 -
[16] - Quote
Takahiro Kashuken wrote:Alpha 443-6732 wrote:Eurydice Itzhak wrote:Nguruthos IX wrote:Where is CCP Blam?
Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
646
|
Posted - 2013.07.11 11:23:00 -
[17] - Quote
Takahiro Kashuken wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Eurydice Itzhak wrote:Nguruthos IX wrote:Where is CCP Blam?
Where is CCP Blam?
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Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.11 13:01:00 -
[18] - Quote
Shion Typhon wrote:EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
My opinion from another thread: Dust suffers from the same problem as Planetside 2 with their Infantry vs Armour balance. Because both are a class based game where you can flip to anti-armour during a match you have serious problems with scaleability, especially between disorganised matches and organised matches and between 1v1 vs 4v4 vs 16v16. In a disorganised pub-match you already have HAVs that are functionally unkillable by 2 guys with advanced launchers requiring these guys to upgrade all the way to proto to kill him. However, take that same tank into an organised match and he gets vaporised instantly due to concentrated fire from 4 guys with proto launchers. In fact that set of 4 guys can permanently deny the entire battlefield to any vehicle because all they need is a nanohive or supply depot. The Commando suit has actually exacerbated this problem by allowing people that 2-way AI & AV bet. So now what do you do? Do you give him an insane proto tank capable of surviving in that environment? If so, he's going to be completely unkillable in a pub-match, he just deploys his Proto-God-HAV and goes 50-0. There will simply never be enough AV on the field to kill him. The two guys who go AV will eventually get sick of dying and just let him farm and stay out of his way. You also can't solve this problem with ISK pricing because that doesn't help. The only way to really get to the basis of this problem is to revisit the entire AV ammo vs Vehicle HP/ repair mechanic. Vehicles repair too quickly and have too high a resistance for 1 opponents but don't have enough HP to survive lots of opponents. AV is too weak with 1 person but then scales too readily with numbers. How do you fix this? Not easy. You could try moving the vehicle dynamic to give them a lot more HP but a lot less regen and resistance so it becomes more about attrition. A tanker will simultaneously become more aggressive yet a lot more cautious if he knows he can survive a brief encounter easily but needs to stretch his HP over the match because its difficult to repair him. Then you adjust the AV dynamic by making missile (or forge) ammo more complicated to come by for large numbers of people. Remove missiles from supply depots, missile only nanohives with long cooldowns to force choices and stop AV units being resupplied by respawning infantry, etc etc etc.
Your whole argument is invalid because you base it on a pub match where the other team can be drooling retards
So what if we get proto vehicles and it requires 3 proto AV to kill it? it will happen in a PC match but i dont care if it rarely happens in a pub match because the other team are tryhards with AR and wont use AV
You roll the dice when you play a pub match and if proto tanks are ther then tough but we need them and if they are tough enough to dominate in a pub match then tough |
Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.11 13:05:00 -
[19] - Quote
Purona wrote:Alpha 443-6732 wrote:On a side not, the HMG is a joke. It should absolutely destroy the gallente AR at all ranges (why is a heavy weapon a CQC weapon again? Where is the logic?). The balance of the heavy as well as the tank comes from its poor maneuverability and large hitbox/high profile. Silly AVers and assault scrubs just want their weapons and defense to be on par with us while we suffer all of our downsides. No, A heavy machine gun should not destroy gallente assault rifle at all ranges the regular heavy machine gun already out damages duvolles in terms of stats if it werent for the hmgs accuracy and range and speed it would be top gun by a longshot
Take that **** somewhere else
This is a vehicle thread end of
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Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.11 16:06:00 -
[20] - Quote
Shion Typhon wrote:Takahiro Kashuken wrote:
Your whole argument is invalid because you base it on a pub match where the other team can be drooling retards
So what if we get proto vehicles and it requires 3 proto AV to kill it? it will happen in a PC match but i dont care if it rarely happens in a pub match because the other team are tryhards with AR and wont use AV
You roll the dice when you play a pub match and if proto tanks are ther then tough but we need them and if they are tough enough to dominate in a pub match then tough
Because the game consists of multiple modes and you can balance for both modes at once. If you over-balance for one mode and ignore the other then half your game falls apart. You may not care what happens outside PC matches but fortunately the developers do. Lastly, you clearly don't understand my point because I am also saying that a tank needs to be able to survive in the shitstorm of a PC match.
Nope
You balance it for PC not for pub matches
PC proto stuff everywhere
Pubs milita everywhere
Its chalk and cheese
So what if it unbalances pub matches, they are already unbalanced as it is anyways because of tryhard AR |
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Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.12 11:32:00 -
[21] - Quote
Takahiro Kashuken wrote:Where is CCP Blam?
[/quote]
Where is CCP Blam? [/quote]
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Takahiro Kashuken
Red Star. EoN.
653
|
Posted - 2013.07.13 11:41:00 -
[22] - Quote
Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
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Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.16 09:00:00 -
[23] - Quote
EnglishSnake wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
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Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.17 10:08:00 -
[24] - Quote
Wink |
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.17 11:39:00 -
[25] - Quote
CCP Eterne wrote:
As for vehicles, we'll be saying something about them in the next day or two.
https://forums.dust514.com/default.aspx?g=posts&m=1066153#post1066153
Finally some news pilots |
Takahiro Kashuken
Red Star. EoN.
695
|
Posted - 2013.07.18 10:23:00 -
[26] - Quote
Bump |
Takahiro Kashuken
Red Star. EoN.
695
|
Posted - 2013.07.18 10:28:00 -
[27] - Quote
Milita LAVs will now cost ISK - 1 down so many more to go |
Takahiro Kashuken
Red Star. EoN.
708
|
Posted - 2013.07.23 10:29:00 -
[28] - Quote
CCP blam where are you? |
Takahiro Kashuken
Red Star. EoN.
747
|
Posted - 2013.07.25 11:37:00 -
[29] - Quote
Bendtner92 wrote:Takahiro Kashuken wrote:CCP blam where are you? Gone.
Replaced with CCP Wolfman |
Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 14:29:00 -
[30] - Quote
Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? |
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Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 14:34:00 -
[31] - Quote
FLAYLOCK Steve wrote:Takahiro Kashuken wrote:Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? By you comparing them you're basically saying it's op. just saying
Well when a handheld version does more damage than a vehicle mounted turret...
Well you can make your own mind up |
Takahiro Kashuken
Red Star. EoN.
804
|
Posted - 2013.08.05 11:49:00 -
[32] - Quote
FLAYLOCK Steve wrote:Takahiro Kashuken wrote:[quote=FLAYLOCK Steve][quote=Takahiro Kashuken]Where did i say nerf?
Well when a handheld version does more damage than a vehicle mounted turret...
Well you can make your own mind up But look at the draw backs from a forge gun. Slow moving duck, Way less health than any vehicle. It's a gun that requires charge time. The assault forge gun has no charge hold. So it's load and fire not load hold wait for it fire. So what's the problem? Seriously, lost to many tanks? Don't sit still when a forge hits you. People really got to stop complaining, the only risk you have using a tank is the cost. Using a forge gun you have way more risk. Vs infantry vs vehicle. The weapon it self. So why cry?
What drawbacks? what risk?
Half the time get up high and stay ther the whole game denying the map to any and all vehicles while they kill infantry
No charge, same as a railgun, we cant hold charge so is that a drawback to turrets?
I never really complained over FG except for the comparision to turrets, its an observation where ppl can make ther own mind up |
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