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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 592
 
 
      | Posted - 2013.07.03 16:20:00 -
          [211] - 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?
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        |  EnglishSnake
 Zumari Force Projection
 Caldari State
 
 1366
 
 
      | Posted - 2013.07.04 09:57:00 -
          [212] - Quote 
 EDIT: Vehicle skills
 
 Some skills offer resistance to either shield or armor like core upgrades does, problem is that they stack with other skills that offer resistance bonuses like the LLAV
 
 So when you put on that 1st resistance plate it is already getting hit with the stacking penalty
 
 I feel that skills shouldnt be effected by stacking penaltys and only the modules themselves should get hit with stacking penaltys
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 599
 
 
      | Posted - 2013.07.04 16:59:00 -
          [213] - Quote 
 Where is CCP Blam?
 
 
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 600
 
 
      | Posted - 2013.07.05 11:17:00 -
          [214] - Quote 
 
 Takahiro Kashuken wrote:Where is CCP Blam?
 
 
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        |  ImpureMort
 Seykal Expeditionary Group
 Minmatar Republic
 
 110
 
 
      | Posted - 2013.07.05 11:49:00 -
          [215] - Quote 
 
 Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 ccp blam rarely comments on threads takahiro I agree that rewarding av users around 33% of the isk cost of whatever vehicle reward is a good adjustment..i mean av user and vehicle users both would benefit vastly from this. and as for nades the proto av nades were meant to be a deterrent to proto tanks which should have over 10 k hp or much higher resistances than the current standard or semi advanced. so while they are dangerous to a standard tank they are like flea's to a proto. matching standard gear ina pro tankers hands with standard gear ina fully specced av users hands is = ...adv not so much
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        |  NAV HIV
 The Generals
 EoN.
 
 256
 
 
      | Posted - 2013.07.05 13:43:00 -
          [216] - Quote 
 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
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 603
 
 
      | Posted - 2013.07.05 15:30:00 -
          [217] - 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
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        |  Arkena Wyrnspire
 Turalyon Plus
 
 1708
 
 
      | Posted - 2013.07.05 21:57:00 -
          [218] - Quote 
 Bump for an excellent and intelligent thread.
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 607
 
 
      | Posted - 2013.07.06 11:15:00 -
          [219] - Quote 
 
 Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 609
 
 
      | Posted - 2013.07.07 22:16:00 -
          [220] - Quote 
 
 Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 
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        |  Nguruthos IX
 Hellstorm Inc
 League of Infamy
 
 699
 
 
      | Posted - 2013.07.07 22:20:00 -
          [221] - Quote 
 
 Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 
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        |  Eurydice Itzhak
 Militaires Sans Jeux
 
 88
 
 
      | Posted - 2013.07.07 22:49:00 -
          [222] - Quote 
 
 Nguruthos IX wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 
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        |  Serimos Haeraven
 Deep Space Republic
 Top Men.
 
 106
 
 
      | Posted - 2013.07.07 23:21:00 -
          [223] - Quote 
 
 EnglishSnake wrote:Lack of WP - No WP except for kill assists atm, it's wrong it stops them from using MCRUs and ferry players across the battlefield
 
 
 I can actually practically have CCP Blam respond to this for you, because he did for me about 4 months ago, here's what he said when i made a thread about the issue of dropships:
 
 
 CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
 1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
 
 2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
 
 3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
 
 4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
 
 5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
 
 The link to that reply is here on page 8
 
 
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 610
 
 
      | Posted - 2013.07.07 23:25:00 -
          [224] - Quote 
 4months ago?
 
 Has anything changed since he last graced the forum with his presence?
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        |  Medic 1879
 Tritan's Onslaught
 RISE of LEGION
 
 586
 
 
      | Posted - 2013.07.07 23:42:00 -
          [225] - Quote 
 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.
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        |  Takahiro Kashuken
 Red STar.
 EoN.
 
 619
 
 
      | Posted - 2013.07.08 09:53:00 -
          [226] - 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
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        |  Takahiro Kashuken
 Red STar.
 EoN.
 
 629
 
 
      | Posted - 2013.07.09 11:05:00 -
          [227] - Quote 
 
 Eurydice Itzhak wrote:Where is CCP Blam?
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        |  Beld Errmon
 D3M3NT3D M1NDZ
 Orion Empire
 
 694
 
 
      | Posted - 2013.07.09 11:13:00 -
          [228] - Quote 
 
 Takahiro Kashuken wrote:Eurydice Itzhak wrote:Where is CCP Blam?
 
 Too busy having the GMs ban anyone that criticizes the terrible job hes done with vehicles.
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        |  Alpha 443-6732
 Not Guilty
 EoN.
 
 10
 
 
      | Posted - 2013.07.09 18:03:00 -
          [229] - Quote 
 
 Eurydice Itzhak wrote:Nguruthos IX wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Takahiro Kashuken wrote:Where is CCP Blam?
 
 
 Where is CCP Blam?
 
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        |  Alpha 443-6732
 Not Guilty
 EoN.
 
 10
 
 
      | Posted - 2013.07.09 18:28:00 -
          [230] - Quote 
 Always people ***** and moan about how powerful a tank is. I see it as a similar situation to how people complained about heavies a while back.
 
 Sure it has more health. It also has weapons that do thousands of damage and either lock onto it or have such a high projectile velocity that no lock on is insignificant.
 
 Sure it does more damage. It also is a massive target, hard to maneuver around obstacles and poor hit detection allows ballerina swarms and AV grenadiers to do their silly dances of death around the tank and avoid half the rounds being shot at them.
 
 People don't seem to understand that the **** poor mobility and high profile of the tank is what warrants high defensive and offensive power, very similar to how heavies should be.
 
 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.
 
 People claim that a forge gun takes skill when it has a higher projectile velocity than a RAILGUN, does equal damage, fires faster, etc. You can go up to the highest point of a map with your forgegun and dominate ALL vehicles. Tanks cannot hit you, dropships cannot reach you and the only threat to you is a sniper, which can easily be taken care of by another sniper on your team.
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        |  Alpha 443-6732
 Not Guilty
 EoN.
 
 12
 
 
      | Posted - 2013.07.10 03:22:00 -
          [231] - Quote 
 bump
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        |  Takahiro Kashuken
 Red STar.
 EoN.
 
 643
 
 
      | Posted - 2013.07.10 11:24:00 -
          [232] - Quote 
 
 Alpha 443-6732 wrote:Eurydice Itzhak wrote:Nguruthos IX wrote:Where is CCP Blam?
 
 Where is CCP Blam? 
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        |  ImpureMort
 Seykal Expeditionary Group
 Minmatar Republic
 
 123
 
 
      | Posted - 2013.07.10 11:28:00 -
          [233] - 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.
 yeah 2 mill sp into tanks =1-3 shot for my av suits :D
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        |  Takahiro Kashuken
 Red STar.
 EoN.
 
 644
 
 
      | Posted - 2013.07.10 22:08:00 -
          [234] - 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 -
          [235] - 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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        |  Shion Typhon
 Intara Direct Action
 Caldari State
 
 121
 
 
      | Posted - 2013.07.11 11:25:00 -
          [236] - Quote 
 
 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.
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        |  Purona
 The Vanguardians
 
 16
 
 
      | Posted - 2013.07.11 11:37:00 -
          [237] - Quote 
 
 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
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 647
 
 
      | Posted - 2013.07.11 13:01:00 -
          [238] - 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
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        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 647
 
 
      | Posted - 2013.07.11 13:05:00 -
          [239] - 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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        |  Shion Typhon
 Intara Direct Action
 Caldari State
 
 126
 
 
      | Posted - 2013.07.11 13:53:00 -
          [240] - Quote 
 
 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.
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