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Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
18
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Posted - 2013.06.10 19:50:00 -
[31] - Quote
AV is alright the way it is.
The biggest problem is you have people using their Proto AV gear on advanced level tanks.
Once they release the Proto tanks, it should feel more balanced. |
EnglishSnake
Zumari Force Projection Caldari State
1219
|
Posted - 2013.06.10 20:05:00 -
[32] - Quote
Ares 514 wrote:Just thought I would put in a couple of my thoughts on vehicles. Quick disclaimer, I am pro Infantry!
- Any AV grenade (including militia, not that I use them) should blow up the free LAV's. If you want it to last pay for it!
- They HAVE to fix the Nanite Injector for when you are ran down by an LAV. How many times have you lost your expensive suit to being ran down and had multiple medics trying to needle you to no avail?
- Heck, they need to fix the whole being ran down by an LAV mechanics, lets get some kind of damage dealt relation to speed traveling factors in here. If an LAV taps you then you should not be dead. Overall you should not die from being hit by an LAV unless it's traveling at a decent clip.
- Swarm launchers have some of the stupidest targeting mechanics I've ever seen. Ever watched someone drive away from your missiles? Or watched the missiles turn into a wall just because the HAV backed up 3 meters?
- In my opinion, 2 Infantry working together with AV builds should be able to destroy an HAV (unless he kills them first).
- The seek on AV grenades is broken at times, especially with fast moving LAV's. I've literally thrown an AV grenade directly at an oncoming LAV and heard a 'clink' as I watched it bounce off the vehicle... needless to say some harsh words followed on my part.
- Stop the stealth Vehicles! LAV's and HAV's should ALWAYS show up on your mini map regardless of the direction your facing. We've all been looking right at that mini-map and not seen the LAV or HAV drive up right behind us to murder us. I would go further and say that there should be two ranges for scanning, one for Infantry and one for Vehicles.
I think addressing the instant kill by LAV tap and fixing it so the needle works when you are ran down by an LAV would make the infantry side much much happier.
1. Fine - milita LAVs should be paper 2. Not a vehicle problem but yeah screws over logis 3. I murder taxi quite a bit and generally dont get many if any at slow speeds, sometimes i get if i push them for a way and pick up speed or get them under the wheels. Generally i hit em at full speed or at a decent fast enough speed 4. I try and drive away from missiles, sometimes i get lucky but generally i dont and they hit me, if anything if i do get obsticles in the way then im okay but when im in my HAV im generally too big of a target to miss 5 Is that 2 AV guy at the same level trying to destroy a vehicle also at the same level like 2 basic vs 1 basic vehicle? if so i do generally agree 6. LAVs main defence is speed or its what i mainly use, AV nades have bounced off mine because im going too fast and they blow up after ive gone or they home in and slingshot off sometimes, if im slower they tend to hit and blow up so far i think if the LAV is at top speed or close to it then its fine because if that AV hit everytime when your at full speed it doesnt matter how good a driver you are it will always hit 7. Generally i would prefer that ive you look at it, it comes up or if you are in range and your dropsuit pick the vehicle signal up and same for vehicles, i can be driving around and i dont see anything then it pops up after ive nearly hit it, not that important to me as such but more annoying that anything |
Luk Manag
of Terror
18
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Posted - 2013.06.10 20:09:00 -
[33] - Quote
I think you should have a skill / chance to salvage your own vehicles too... if your tank has been destroyed, it should have some quantity of hitpoints that would allow you to recall it, or automatically salvage it if your side is victorious. If the killers are able to finish off the tank, with a couple more AV shots, then your tank has been permakilled...but otherwise your isk losses might be mitigated. |
EnglishSnake
Zumari Force Projection Caldari State
1220
|
Posted - 2013.06.10 20:16:00 -
[34] - Quote
Wakko03 wrote:I must say that this got me to chuckle....OH AND THIS IS SO FEEDBACK> move it that way...
Failed to see where 'webifiers' fit into you jumble, you know so vehicles can't speed away, failed to see the kill feed ruled by proximity mine kills even though there are 5 lav's rolling about, no complaining about them I see... as you probably have never been killed by them.
Case in point, my La Dai's are only meta level 8 or 9, I forget right now.... where are the 10's or don't they have them? I have them on a skinweave heavy with a militia forge gun, so I can soften up the tank before the primary kicks in, I'm holding off on going full racial heavy because I learned my lesson when CCP burned me by forcing me to get basic to level 5 before changing it.
It must be nice to know exactly how much damage your tank can do, as my AV grenades don't tell me that basic fact.
You choose to go into vehicles, while sacrificing the basic name of the game, infantry combat, if you are useless without your vehicle and expect to use the same one multiple matches without running into something that can wipe the floor with you, how is that any different than the I just want to win button. Is it a useful tool, sure is but if you don't hack the necessary points and are hiding so far behind the redline that swarms can't even hit while still popping the random enemy that appears in your narrow field of attack I don't want you on my team.
In This corner the challenger; I only get three AV/ Flux grenades, and a primary weapon with maybe 20 shots or so that can hit you before I need to resupply, which means - die or get lucky and hope one of these supposed logi's has a nano-hive, limited stamina. 1 shot kill victim to core flaylock, forge gun, lav hit, and loss of the ability to aim when hit by mass driver rounds.
-vs-
In the other corner the champion; Unlimited stamina, ie it can go full speed all the time. Unlimited ammo, for possibly 3 turrets, and the ability to get 3 players more wp's than 1 man can do for destroying it, even if all three members of one squad were close enough to each other to get a killing shot on you. With enough enemies shooting you it may seem like you got OHK, but has that ever happend - I seriously doubt it.
Oh, I do plan on going into vehicles one day again, but not until I have a reason to.
Webifiers dont exist so no mention
Proxy mines no one seems to use, not my fault
As i said we dont have the stats for the AV nade on how much damage they do, i said that in my OP didnt you read it?
I win button yea it nice but proto AV is the I win button against basic vehicles, we could temp remove them until we get advanced/proto vehicles but that aint going to happen at all
So the challenger is afraid of teamwork and wants to solo that vehicle by the sounds of it or you just described a pub match
Yes it can move all the time i hope it should have an engine, unlimited ammo because we do not have a cargohold to store ammo and also we do not have clips for any turrets yet, kill a HAV for example 180 for the vehicle and 50 for each person inside so 330WP but if the tank has been alive for most of the match of course it will have more WP if its doing other things but AV should get WP for damage which i havnt added yet but the reward for AV in PC at least is denying the enemy vehicles parts of the map to support ther team
OHK i have never said, if anything i tend to get 2-3shotted where as in a tank battle between basic vehicles it can be anywhere from 5-10+ depending how good we are and what happens |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
19
|
Posted - 2013.06.10 21:28:00 -
[35] - Quote
Luk Manag wrote:I think you should have a skill / chance to salvage your own vehicles too... if your tank has been destroyed, it should have some quantity of hitpoints that would allow you to recall it, or automatically salvage it if your side is victorious. If the killers are able to finish off the tank, with a couple more AV shots, then your tank has been permakilled...but otherwise your isk losses might be mitigated.
Salvage should go to the person that destroyed your vehicle. |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.10 21:58:00 -
[36] - Quote
Excellent roundup of issues there. Its nice to see someone spending the time to do this properly. Good job.
I know you've heard it from me before (several times), but I'll say it again here because I think there's a real chance of someone at CCP reading this thread.
Quote:Not to mention the whole argument about teamwork how it only takes 1 HAV driver to annoy a whole team yet the same HAV driver is asking for AV to use teamwork to kill his HAV
That is a very, very important point.
The balance argument between HAV drivers and infantry will go round and round forever, because the HAV drivers want the balance to be based on ISK and/or SP, whereas the infantry want it to be balanced on number of players. While these are not aligned there can't be balance.
I personally believe that HAV/AV can be balanced, and it should be balanced around teams of three on each side, with equal levels of ISK and SP as the baseline.
That means making the HAV require a crew of 3 to operate effectively (driver gets front gun, main gunner has a narrow field of view, top gunner becomes commander with a good view). It means HAVs get cheaper and AV gets more expensive, so that at each level (basic, advanced, proto) one loaded HAV costs about the same as 3 loaded AV suits, in both ISK and SP.
Once this is done, all your other points become much easier to work with in terms of fine tuning the balance. Without this, I suspect you'll be simply rearranging the deckchairs on the Titanic. |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.06.10 22:04:00 -
[37] - Quote
EnglishSnake wrote:Gold Zapa wrote:EnglishSnake wrote:Balancing
Basic problems
Militia AV - It's too good, alot of players do use them against basic vehicles, you want players to try them out sure but you also want players to specialize into AV if they like it. Reduce militia AV by 50% damage
Militia Vehicles - The LAV is generally too good now since the HP buff, even the HAV got a HP buff which wasn't needed, so remove the buff to militia vehicles, dropship stays the same. This would generally stop militia LAV as murder taxis since they would be more like paper so easier to take out
AV nades - Many assault/logis use this as their main source of AV because they are skilled mostly into their primary and dropsuit/mods, problem is they are very good for knocking out a HAV on its own, the nades should be more of a deterrent and not as a standalone AV weapon to be put next to the SL/FG/PL, it should be used with the AV weapons. I would reduce the damage by 25-50%, also it would help if we could see how much damage they do to begin with
. Realize the fact that AV nades useful to many people just the way it is,yes the Militia are a bit powerful and should fix that. However if if you were to reduce the damage of all the other AV Nades we might as well just throw rocks at the vehicles Like i said we dont even know the damage values of AV nades to begin with Packed AV does what 1200 or so, what the hell does proto do? I put down 25-50% as a really rough estimate but until we get exact damage numbers then we cant really say but they are not legitimate AV, they are ther a deterent for infantry to carry and also to help out as they defend ther AV guys from infantry They can kill a LAV fine and put some hurt and maybe even get to kill the MAVs we get but to outright kill a HAV with just AV nades? only if the pilot stays there for too long with nothing running, shouldnt be 3nades and less than half health but once again can be proto AV nades against our basic vehicles so we need our advanced/proto vehicles or temp remove proto AV I agree AV Nades should be used to ambush HAV's when there is a few people around the FG needs a decent nerf buff combo faster speed then Rail turrets IMO railturrets need the damages of Assault FGs of their respective levels and compressed ones the damage of a breach FG of the same level forges should do the damages as follows Assault FG= current rail turrets 2 sec charge time Breach FG= compressed rail turrrets 4.5 charge time Normal FG= 3/4 current rail turrets 3 sec charge time LAV's need lowered Health and no free ones LLAV's need to lose the turret and accelerate slower but still have the same max speed and possibly a higher cost and either less health or damage resistance. Swarms seem pretty good at their job. That is all. |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:37:00 -
[38] - Quote
Ydubbs81 RND wrote:The first person to tell someone else that they are whining...releases a massive thread and qq's about AV being powerful lol
Thread is too long to read every single line but what I gathered is that this is another AV is too powerful and needs to be nerfed thread. From what I've skimmed through....I got that vehicles need to either stay where they are or get buffed. Even the LAVs ared fine according to this thread.
I dont use SLs but I use proto AV nades...and for a well fitted Madrugar or Gunnlogi, it takes about 6 Lai Dais to destroy it. Who knows what it will take to destroy a proto tank. With damage mods and passive dmg bonuses to SLs and Forges...they may do incredible damage and it is much easier to solo a tank with those weapons. But you dont get those bonuses with AV nades...they truly are a deterrent unless a tank decides to stand right in front of infantry. Because you can not solo a well-fitted tank without reloading. And if you need a team...then it's working as intended. This coming from a guy saying that vehicles are nothing more than a nuisance, LOL.
It SHOULD take coordinated AV to destroy any hypothetical PRO tank. You just don't want one because your nanohive would run out before it gets destroyed.
AV grenades aren't a "deterrent" when 9 can be thrown in about 5 seconds from 3 or 4 people. That's an armor tank with max armor, sans a repper, destroyed in seconds. It would be a deterrent when the HP of a tank goes down at a consistent rate, say 400-500 a hit, rather than one packed AV doing > 1200.
Why are you on this thread anyway? I'm surprised you aren't leading a charge to get the TARs buffed back where they were, or making a thread saying that ARs need to be legitimate AV. |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:39:00 -
[39] - Quote
Gold Zapa wrote:EnglishSnake wrote: AV & vehicle payouts - If you specialize into these roles expect no isk even if you kill 4 enforcers in a game totalling 6mil ISK, you will be lucky to get 300k. You cannot make a profit unless you don't die for several games unless you want to run militia suits because all your SP is into vehicles. In general we need bigger payouts to make us feel more useful and also to reward those who go into the roles to begin with, I suggest that anyone who kills anything gets 50% more ISK and anyone who assists gets 25%
Example - AV/vehicle guy kills a 1mil ISK HAV, he gets 500k as a reward for killing that HAV, the guy who got an assist for also helping killing that HAV gets 250k
This is another issue that we can agree and disagree at the same time however, realize that CCP wants everyone on a balanced pay. You can't have someone getting say...18 kills and have only 200k isk compared to someone destroying 2 enforcers, made 3 kills(including the HAVs) and have 750k isk in their pockets that basicly just putting focus on AV tactics and not focusing on Infantry. Another thing to point out people who losses their enforcers or any expensive vehicle, and get small payout, basicly it's on them. They decide to bring out their vehicles on their cold hard isk. They should know what to expect from the other team. someone is going to fight back and when they do, that person should have a back up plan or to make themselves more safe go in a squad, communicate with them and let them know to back you up. Going in blind with an HAV Enforcer doesn't make you hard to kill unless you know whats going on in the field. That comment tells me you don't understand the change in dynamics when a tank rolls onto the field. Refrain from commenting until you've been on both sides. |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:40:00 -
[40] - Quote
calisk galern wrote:Gold Zapa wrote:EnglishSnake wrote: AV & vehicle payouts - If you specialize into these roles expect no isk even if you kill 4 enforcers in a game totalling 6mil ISK, you will be lucky to get 300k. You cannot make a profit unless you don't die for several games unless you want to run militia suits because all your SP is into vehicles. In general we need bigger payouts to make us feel more useful and also to reward those who go into the roles to begin with, I suggest that anyone who kills anything gets 50% more ISK and anyone who assists gets 25%
Example - AV/vehicle guy kills a 1mil ISK HAV, he gets 500k as a reward for killing that HAV, the guy who got an assist for also helping killing that HAV gets 250k
This is another issue that we can agree and disagree at the same time however, realize that CCP wants everyone on a balanced pay. You can't have someone getting say...18 kills and have only 200k isk compared to someone destroying 2 enforcers, made 3 kills(including the HAVs) and have 750k isk in their pockets that basicly just putting focus on AV tactics and not focusing on Infantry. Another thing to point out people who losses their enforcers or any expensive vehicle, and get small payout, basicly it's on them. They decide to bring out their vehicles on their cold hard isk. They should know what to expect from the other team. someone is going to fight back and when they do, that person should have a back up plan or to make themselves more safe go in a squad, communicate with them and let them know to back you up. Going in blind with an HAV Enforcer doesn't make you hard to kill unless you know whats going on in the field. you know if I got a large sum of isk for blowing up that tank, it might actually be worth the 5 deaths I took getting ganked by infantry just trying to get in range of that one tank trolling my blue dots. So you consider a tank to be trolling? Maybe you're on the wrong game. |
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Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:43:00 -
[41] - Quote
Crimson Judgment wrote:Continuing with the dropsuit VS vehicle thing, i would like to point out that when dropsuits go from the basic frames to the logistics assault scout or sentinel, these suits are all cheaper then the basic frames of the same level, where vehicles are AGAIN the exact opposite and are much more expensive when you enter assault logistics scout and enforcer, mainly the enforcer which costs 1.2m just for the frame and that's the BASIC frame so im terrified of how much the advanced/proto will cost hopefully they reduce the price of the current enforcer and make the current price the cost of the advanced/proto enforcer The survivability against assault bunnies will be worth the investment. Any investment would be worth it to laugh at AV grenades. |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:47:00 -
[42] - Quote
Jammer Jalapeno wrote:AV is alright the way it is.
The biggest problem is you have people using their Proto AV gear on advanced level tanks.
Once they release the Proto tanks, it should feel more balanced. We don't have ADV tanks. |
PsychoLogiKal PsyDrei
ZionTCD Unclaimed.
33
|
Posted - 2013.06.10 22:54:00 -
[43] - Quote
Likes and bump for summing up for the most part what is wrong with vehicle / av balance in uprising.
One thing that I'd like to see that would probably be the best equalizer for death taxis is that the amount of armor that a merc has left is transferred as incoming damage to the lav. |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 22:58:00 -
[44] - Quote
PsychoLogiKal PsyDrei wrote:Likes and bump for summing up for the most part what is wrong with vehicle / av balance in uprising.
One thing that I'd like to see that would probably be the best equalizer for death taxis is that the amount of armor that a merc has left is transferred as incoming damage to the lav. No
My Madrugar, which probably weighs more than an M1A1 Abrams, stops dead when I run someone over if I'm not on an incline. Why should a vehicle potentially 80 or more tons stop moving at all, or take damage when hitting something that's probably less than a ton?
For LAVs, well... you have physics to put up with. |
Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.10 23:01:00 -
[45] - Quote
I think the FG has better damage than the rail turret for the simple reason that the FG is carried by a merc that will be OHK by any rail turret, while the tank/installation, will take, on the average, 3 hits to kill. Breach FG, with the longest charge time, also renders the wielder immobile while it's charging/charged making them an easy target.
Reducing the FG damage by 50% will result in the FG getting few to no kills as by the time the FG wielder fires 4 shots and reloads, the tank is usually out of range for the 5th shot. BTW... FG range is 300.
Disregarding militia vehicles, there is no AV weapon that can OHK a HAV except, maybe, an officer breach if there is one. However, a direct hit by a rail turret always results in a OHK against any infantry, even heavies.
Base charge times for forge guns, between each shot, are...
Assault: 2.5sec Standard: 3.5sec Breech: 6sec
Large rail turret base times are...
Regulated/Standard: .3sec charge with a 1sec fire interval. Regulated has better tracking. Compressed: .3sec charge with a 2.2sec fire interval.
So let's compare how many shots the large rail turret fires based on optimal base charge and fire of one shot from a FG if the two pulled the trigger at the same time.
Regulated/Standard Rail vs Assalt FG: 3 shots. Regulated/Standard Rail vs Standard FG: 4 shots. Compressed Rail vs Breach FG: 3 shots.
The dynamic changes a bit if you go with the average of 3 forge shots to kill an HAV. I'll try to take into account managing heat on the rail turret.
Regulated/Standard Rail vs Assalt FG: 6 shots. Regulated/Standard Rail vs Standard FG: 8 shots. Compressed Rail vs Breach FG: 8 shots.
So, when it comes to damage output over time, large rail tanks are way above FG not to mention that larg rail turrets have twice the range of a FG. |
Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.10 23:03:00 -
[46] - Quote
Spkr4theDead wrote:PsychoLogiKal PsyDrei wrote:Likes and bump for summing up for the most part what is wrong with vehicle / av balance in uprising.
One thing that I'd like to see that would probably be the best equalizer for death taxis is that the amount of armor that a merc has left is transferred as incoming damage to the lav. No My Madrugar, which probably weighs more than an M1A1 Abrams, stops dead when I run someone over if I'm not on an incline. Why should a vehicle potentially 80 or more tons stop moving at all, or take damage when hitting something that's probably less than a ton? For LAVs, well... you have physics to put up with.
IMO... If I can flip an overturned LAV so easily, then I should be able to shoulder block it in my heavy suit. LOL |
Spkr4theDead
Namtar Elite Gallente Federation
172
|
Posted - 2013.06.10 23:13:00 -
[47] - Quote
Shijima Kuraimaru wrote:Spkr4theDead wrote:PsychoLogiKal PsyDrei wrote:Likes and bump for summing up for the most part what is wrong with vehicle / av balance in uprising.
One thing that I'd like to see that would probably be the best equalizer for death taxis is that the amount of armor that a merc has left is transferred as incoming damage to the lav. No My Madrugar, which probably weighs more than an M1A1 Abrams, stops dead when I run someone over if I'm not on an incline. Why should a vehicle potentially 80 or more tons stop moving at all, or take damage when hitting something that's probably less than a ton? For LAVs, well... you have physics to put up with. IMO... If I can flip an overturned LAV so easily, then I should be able to shoulder block it in my heavy suit. LOL Tell that to CCP. |
Charlotte O'Dell
Molon Labe. League of Infamy
428
|
Posted - 2013.06.11 07:35:00 -
[48] - Quote
And of course, none of the AV guys actually read the whole thing; however, I did. Everything here is what would happen in a perfect world, but the biggest problem is that we hav basic vics vs proto AV.
Spot on post, sir. Spot on. |
Eurydice Itzhak
Militaires Sans Jeux
65
|
Posted - 2013.06.11 07:56:00 -
[49] - Quote
Shijima Kuraimaru wrote:I think the FG has better damage than the rail turret for the simple reason that the FG is carried by a merc that will be OHK by any rail turret, while the tank/installation, will take, on the average, 3 hits to kill. Breach FG, with the longest charge time, also renders the wielder immobile while it's charging/charged making them an easy target.
Reducing the FG damage by 50% will result in the FG getting few to no kills as by the time the FG wielder fires 4 shots and reloads, the tank is usually out of range for the 5th shot. BTW... FG range is 300.
Disregarding militia vehicles, there is no AV weapon that can OHK a HAV except, maybe, an officer breach if there is one. However, a direct hit by a rail turret always results in a OHK against any infantry, even heavies.
Base charge times for forge guns, between each shot, are...
Assault: 2.5sec Standard: 3.5sec Breach: 6sec
Large rail turret base times are...
Regulated/Standard: .3sec charge with a 1sec fire interval. Regulated has better tracking. Compressed: .3sec charge with a 2.2sec fire interval.
So let's compare how many shots the large rail turret fires based on optimal base charge and fire of one shot from a FG if the two pulled the trigger at the same time.
Regulated/Standard Rail vs Assault FG: 3 shots. Regulated/Standard Rail vs Standard FG: 4 shots. Compressed Rail vs Breach FG: 3 shots.
The dynamic changes a bit if you go with the average of 3 forge shots to kill an HAV. I'll try to take into account managing heat on the rail turret.
Regulated/Standard Rail vs Assault FG: 6 shots. Regulated/Standard Rail vs Standard FG: 8 shots. Compressed Rail vs Breach FG: 8 shots.
So, when it comes to damage output over time, large rail tanks are way above FG not to mention that large rail turrets have twice the range of a FG.
Some misinformation sir. Railguns have a 1.8 second fire interval. So this makes the Time to Fire 2.1 seconds. to the Assault forges 2.5.
Except the Assault does way more damage. And the firing time can be reduced with skills.
I would think that the forge gun MIGHT lose after having to reload except railguns have to cool down. (and forge guns can reduce their reload time via skills)
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Spkr4theDead
Namtar Elite Gallente Federation
176
|
Posted - 2013.06.11 08:49:00 -
[50] - Quote
If you're trying to manage heat with the compressed particle cannon, the only way to do it is by using the top active coolant, and not holding down R1. You can get maybe 8 shots off.
I'd still rather have a forge gun. At least swarms can't target heavies... yet. |
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Shion Typhon
Intara Direct Action Caldari State
31
|
Posted - 2013.06.11 09:14:00 -
[51] - Quote
EnglishSnake wrote:CCP have really messed up the balancing by generally hitting everything or one side with a nerf bat while buffing the other side but also it doesnt help when one side has advanced/proto and the otherside has basic.
This has lead to massive imbalance between the 2 sides and whats even worse is that the balance between the 2 types of tanking (shield/armor) is just as unbalanced and vehicle users feel that they are forced to go into armor tanking whether they like it or not while pilots are completely screwed with each patch and build and are effectively flying a coffin.
Not to mention the whole argument about teamwork how it only takes 1 HAV driver to annoy a whole team yet the same HAV driver is asking for AV to use teamwork to kill his HAV instead of a solo monkey which whacks his 1.5mil HAV in 3shots while he sunk 10mil into vehicle skills and the AV guy barely did a quarter of it. You can see why the HAV guy gets pissed off and i don't blame him but also the AV guy is like 'well i should be able to if he's stupid enough' which is valid for stupid pilots anyways and then add in the real world argument that a RPG can disable and destroy a mulit million dollar tank/helicopter.
You've already identified 90% of the problem yourself. Combined arms is hard enough to balance on a level playing field, when you add gear levels and MMO skill progression into the mix it goes from insanely hard to outright f&%$ing impossible.
No one begrudges at 10mil SP pilot from having a hard to kill HAV but his problems are mixed in with the giant pot of vehicle troubles and you can't discuss HAVs without someone starting a rant about free LAVs which is a completely separate problem.
Before you can start working out combined arms balance CCP need to put their matchmaking/progression house in order. When you've got militia fighting militia and proto fighting proto, then you can sort out actual vehicle balance. |
EnglishSnake
Zumari Force Projection Caldari State
1237
|
Posted - 2013.06.11 12:17:00 -
[52] - Quote
R F Gyro wrote:Excellent roundup of issues there. Its nice to see someone spending the time to do this properly. Good job. I know you've heard it from me before (several times), but I'll say it again here because I think there's a real chance of someone at CCP reading this thread. Quote:Not to mention the whole argument about teamwork how it only takes 1 HAV driver to annoy a whole team yet the same HAV driver is asking for AV to use teamwork to kill his HAV That is a very, very important point. The balance argument between HAV drivers and infantry will go round and round forever, because the HAV drivers want the balance to be based on ISK and/or SP, whereas the infantry want it to be balanced on number of players. While these are not aligned there can't be balance. I personally believe that HAV/AV can be balanced, and it should be balanced around teams of three on each side, with equal levels of ISK and SP as the baseline. That means making the HAV require a crew of 3 to operate effectively (driver gets front gun, main gunner has a narrow field of view, top gunner becomes commander with a good view). It means HAVs get cheaper and AV gets more expensive, so that at each level (basic, advanced, proto) one loaded HAV costs about the same as 3 loaded AV suits, in both ISK and SP. Once this is done, all your other points become much easier to work with in terms of fine tuning the balance. Without this, I suspect you'll be simply rearranging the deckchairs on the Titanic.
The problem is with the idea that we have a driver, main gunner and 2 sub gunners if needed (optional gunners tbh not needed to run the tank in anyway) is that who skills up what?
Does the driver still have to skill up everything? he needs the hull and the mods but frankly he doesnt need the guns so that would mean the gunner needs the turrets but if the driver doesnt have them then how can he put on the gun
Frankly its far too much work to go down this road because of how complicated it would be, the driver still it would seem needs everything just to be able to fit it in the fitting screen because you cannot deploy anything in the field if you have something on it where the pre req have not been met
The only simplistic way of doing this is by seperating the main gun from the driver but still having the driver needing the skills for everything just so he can fit it, so he can deploy it in the field and then whoever jumps into the main gun, problem is johnny randoms jumps in and i cant kick his ass out or lock the vehicle to begin with. Maybe as a secondary measure the guy who will be in controll of the main gun needs to have turret skills also and up to the turret that the driver has so if driver has proto turrets the gunner will need to be skilled into proto turrets.
I would also ask for a buff to the 4man HAV if its going to take more ppl to control it or it could be made a seperate HAV to the ones we have, call it Heavy HAV with improved defences and the pilot can utilise his pilot suit with the vehicle to make it defensively/offensively better |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
193
|
Posted - 2013.06.11 15:26:00 -
[53] - Quote
EnglishSnake wrote:Wakko03 wrote:I must say that this got me to chuckle....OH AND THIS IS SO FEEDBACK> move it that way...
Failed to see where 'webifiers' fit into you jumble, you know so vehicles can't speed away, failed to see the kill feed ruled by proximity mine kills even though there are 5 lav's rolling about, no complaining about them I see... as you probably have never been killed by them.
Case in point, my La Dai's are only meta level 8 or 9, I forget right now.... where are the 10's or don't they have them? I have them on a skinweave heavy with a militia forge gun, so I can soften up the tank before the primary kicks in, I'm holding off on going full racial heavy because I learned my lesson when CCP burned me by forcing me to get basic to level 5 before changing it.
It must be nice to know exactly how much damage your tank can do, as my AV grenades don't tell me that basic fact.
You choose to go into vehicles, while sacrificing the basic name of the game, infantry combat, if you are useless without your vehicle and expect to use the same one multiple matches without running into something that can wipe the floor with you, how is that any different than the I just want to win button. Is it a useful tool, sure is but if you don't hack the necessary points and are hiding so far behind the redline that swarms can't even hit while still popping the random enemy that appears in your narrow field of attack I don't want you on my team.
In This corner the challenger; I only get three AV/ Flux grenades, and a primary weapon with maybe 20 shots or so that can hit you before I need to resupply, which means - die or get lucky and hope one of these supposed logi's has a nano-hive, limited stamina. 1 shot kill victim to core flaylock, forge gun, lav hit, and loss of the ability to aim when hit by mass driver rounds.
-vs-
In the other corner the champion; Unlimited stamina, ie it can go full speed all the time. Unlimited ammo, for possibly 3 turrets, and the ability to get 3 players more wp's than 1 man can do for destroying it, even if all three members of one squad were close enough to each other to get a killing shot on you. With enough enemies shooting you it may seem like you got OHK, but has that ever happend - I seriously doubt it.
Oh, I do plan on going into vehicles one day again, but not until I have a reason to. Webifiers dont exist so no mention Proxy mines no one seems to use, not my fault As i said we dont have the stats for the AV nade on how much damage they do, i said that in my OP didnt you read it? I win button yea it nice but proto AV is the I win button against basic vehicles, we could temp remove them until we get advanced/proto vehicles but that aint going to happen at all So the challenger is afraid of teamwork and wants to solo that vehicle by the sounds of it or you just described a pub match Yes it can move all the time i hope it should have an engine, unlimited ammo because we do not have a cargohold to store ammo and also we do not have clips for any turrets yet, kill a HAV for example 180 for the vehicle and 50 for each person inside so 330WP but if the tank has been alive for most of the match of course it will have more WP if its doing other things but AV should get WP for damage which i havnt added yet but the reward for AV in PC at least is denying the enemy vehicles parts of the map to support ther team OHK i have never said, if anything i tend to get 2-3shotted where as in a tank battle between basic vehicles it can be anywhere from 5-10+ depending how good we are and what happens
Wow such a jumble of nonsense right there I don't know if I can counter your obviously flawless logic.
So just to clarify you don't want 1 AV equiped player, able to stand up to a tank, you want to further the tankers I win button-ness by making them stronger vs a team work based attempt to destroy them.... fair and balanced (sarcasm). [The funny is that I read someone saying that 4-5 guys throwing AV at the tank in less than a minute is too much.... yeah I hate when a blob of heavies with proto level repair tool support is destroying me..... nerf them CCP, make it so not more than 1 logi can repair one person] (again sarcasm).
Again, all vehicles I know of, use some things of a limited finite nature called gas and ammo... unless you think the germans lost N.Africa due to bad strategy back during WW II...... but that is RL again intruding on a VG. Imagine if a foot soldier could just strap that nano-hive to his back - why do we have to drop them on the ground again, and be able to chase your tank down without being tethered to 1 spot on the map. Tanks are 150WP and the fact is that you tankers can get out and in them faster than I can chuck grenades at it, so getting some of the other possible 150wp for kills is a luxury moment from players that got caught un-awares. Also I would ask CCP to look into how IF I destroyed 4 tanks and 9 LAV's with help from friends that my WP total was only 850-ish.... maybe with less frequency but it still happens more commonly with the Dropships.
I was inside a building when the orbital got me, how many tankers have lived thru one? Let's explore that dynamic since I forgot to mention it as a OHK... hrmm, why IF I am not in a vehicle don't I get extra points too for getting my SL a strike in the first place.
You are right I didn't bother to read all of it, I stopped reading when you stopped making sense... so I don't know, did you swing that judgemental pendellum the other way... what about basic or militia infantry being forced to fight against adv level tanks and vehicles..... the ultimate I win button.
Tanks were all powerful at times, and it took CCP getting their butts handed to them to realize that what looks good on paper doesn't always translate into good in practice or application. |
EnglishSnake
Zumari Force Projection Caldari State
1241
|
Posted - 2013.06.11 15:48:00 -
[54] - Quote
Wakko03 wrote:
Wow such a jumble of nonsense right there I don't know if I can counter your obviously flawless logic.
So just to clarify you don't want 1 AV equiped player, able to stand up to a tank, you want to further the tankers I win button-ness by making them stronger vs a team work based attempt to destroy them.... fair and balanced (sarcasm). [The funny is that I read someone saying that 4-5 guys throwing AV at the tank in less than a minute is too much.... yeah I hate when a blob of heavies with proto level repair tool support is destroying me..... nerf them CCP, make it so not more than 1 logi can repair one person] (again sarcasm).
Again, all vehicles I know of, use some things of a limited finite nature called gas and ammo... unless you think the germans lost N.Africa due to bad strategy back during WW II...... but that is RL again intruding on a VG. Imagine if a foot soldier could just strap that nano-hive to his back - why do we have to drop them on the ground again, and be able to chase your tank down without being tethered to 1 spot on the map. Tanks are 150WP and the fact is that you tankers can get out and in them faster than I can chuck grenades at it, so getting some of the other possible 150wp for kills is a luxury moment from players that got caught un-awares. Also I would ask CCP to look into how IF I destroyed 4 tanks and 9 LAV's with help from friends that my WP total was only 850-ish.... maybe with less frequency but it still happens more commonly with the Dropships.
I was inside a building when the orbital got me, how many tankers have lived thru one? Let's explore that dynamic since I forgot to mention it as a OHK... hrmm, why IF I am not in a vehicle don't I get extra points too for getting my SL a strike in the first place.
You are right I didn't bother to read all of it, I stopped reading when you stopped making sense... so I don't know, did you swing that judgemental pendellum the other way... what about basic or militia infantry being forced to fight against adv level tanks and vehicles..... the ultimate I win button.
Tanks were all powerful at times, and it took CCP getting their butts handed to them to realize that what looks good on paper doesn't always translate into good in practice or application.
Says nonsense lol yea your 1st post was
Where did i say that? i didnt so your wrong again
Gas and ammo well my HAV for all i know run on a mini nuclear reactor which can last a thousand years and ammo is in a little corner of the HAV which nanomachines make on the spot and thus is infinite
You mean warbarge strike which is generally weak and has a small radius and the centre of the blast is the most powerful but small radius so the HAV can escape the centre and recieve less damage, also was the HAV running its resistances, what were its resistance, was the repper running, was the HAV still and not moving or was it moving? lots of variables involved. Also your are in a meat suit and a proper OB from EVE form an EVE player is alot stronger and hits hard and has a bigger radius
Advanced tanks? we dont have any, maybe logi is classed as advanced but barely tbh and where did i say that advanced fights basic? you mean when i mentioned basic vehicles vs basic AV instead of advanced/proto that ppl can use against basic vehicles, totally fair against vehicles but because its against vehicles no one cares anyways because AR514
Tanks should be powerful, CCP watched too many ambush matches |
Scheneighnay McBob
Bojo's School of the Trades
1524
|
Posted - 2013.06.11 16:21:00 -
[55] - Quote
Jammer Jalapeno wrote:AV is alright the way it is.
The biggest problem is you have people using their Proto AV gear on advanced level tanks.
Once they release the Proto tanks, it should feel more balanced. it won't. Like I said- (considering the fits are decent and not just halfassed) Militia AV is the same damn thing as standard AV Standard AV is an even match for Militia vehicles Advanced AV is an even match for Standard Vehicles Prototype AV beats everything, because the best vehicles are Standard Tech II
Once advanced vehicles come out, the system will be fine. Prototype vehicles, and AV might need a buff. |
iceyburnz
Crux Special Tasks Group Gallente Federation
628
|
Posted - 2013.06.11 16:27:00 -
[56] - Quote
Good, concise write up.
Props. |
Washlee
Not Guilty EoN.
159
|
Posted - 2013.06.11 16:33:00 -
[57] - Quote
Agreed with this post BUMP & Tagged |
Spkr4theDead
Namtar Elite Gallente Federation
180
|
Posted - 2013.06.11 16:42:00 -
[58] - Quote
Scheneighnay McBob wrote:Jammer Jalapeno wrote:AV is alright the way it is.
The biggest problem is you have people using their Proto AV gear on advanced level tanks.
Once they release the Proto tanks, it should feel more balanced. it won't. Like I said- (considering the fits are decent and not just halfassed) Militia AV is the same damn thing as standard AV Standard AV is an even match for Militia vehicles Advanced AV is an even match for Standard Vehicles Prototype AV beats everything, because the best vehicles are Standard Tech II Once advanced vehicles come out, the system will be fine. Prototype vehicles, and AV might need a buff. ADV AV a match for STD tanks? LOL! |
Stefan Stahl
Seituoda Taskforce Command Caldari State
113
|
Posted - 2013.06.11 16:51:00 -
[59] - Quote
I can't wait to see the playercount after the next vehicle buff/AV nerf.
What I'm trying to get at is that probably 98% of all time spent in game across all players is in public matches. There's trouble ahead when the public matches get worse to make PC worthwhile.
Personally I think much could be improved by reducing the speed of HAVs and improving their HP accordingly. That way HAVs will be less annoyed by getting killed in 5 seconds by AV nades and AV users will be less annoyed by HAVs leisurely driving away from any harm while reaping kills on-the-go. I know that Amarr HAVs are still in the pipeline, but I think both current HAVs rely too much on their speed. |
Spkr4theDead
Namtar Elite Gallente Federation
182
|
Posted - 2013.06.11 17:05:00 -
[60] - Quote
Stefan Stahl wrote:I can't wait to see the playercount after the next vehicle buff/AV nerf.
What I'm trying to get at is that probably 98% of all time spent in game across all players is in public matches. There's trouble ahead when the public matches get worse to make PC worthwhile.
Personally I think much could be improved by reducing the speed of HAVs and improving their HP accordingly. That way HAVs will be less annoyed by getting killed in 5 seconds by AV nades and AV users will be less annoyed by HAVs leisurely driving away from any harm while reaping kills on-the-go. I know that Amarr HAVs are still in the pipeline, but I think both current HAVs rely too much on their speed. What would you be happy with? A scout's sprint speed as the max speed?
Go back to Call of Duty if you want vehicles to be useless. |
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