Pages: 1 2 3 4 5 6 7 8 9 10 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:24:00 -
[1] - Quote
Preping for a thread
Mods do not move it please |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:24:00 -
[2] - Quote
Reserved |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:25:00 -
[3] - Quote
Reserved |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:25:00 -
[4] - Quote
Reserved |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:25:00 -
[5] - Quote
Reserved |
EnglishSnake
Zumari Force Projection Caldari State
1201
|
Posted - 2013.06.10 12:25:00 -
[6] - Quote
One more for in case |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
631
|
Posted - 2013.06.10 12:25:00 -
[7] - Quote
Reserved |
ChromeBreaker
SVER True Blood
559
|
Posted - 2013.06.10 12:26:00 -
[8] - Quote
Im getting in on this...
... better be good |
D34NOS MAZDA
Planetary Response Organization
10
|
Posted - 2013.06.10 12:29:00 -
[9] - Quote
tagged so that I do not miss. |
Mobius Wyvern
BetaMax. CRONOS.
1858
|
Posted - 2013.06.10 12:29:00 -
[10] - Quote
This must be a long-ass thread if it needs that many reserved blocks. |
|
Bigglesworth McQueen
Seraphim Auxiliaries CRONOS.
102
|
Posted - 2013.06.10 12:30:00 -
[11] - Quote
Inb4 OP leaves us all waiting for information only to not give it us until his thread dies, thus proving a point to CCP about the direction Dust is heading. |
Medic 1879
The Tritan Industries RISE of LEGION
441
|
Posted - 2013.06.10 12:32:00 -
[12] - Quote
Reserved. |
Sontie
Ill Omens EoN.
648
|
Posted - 2013.06.10 12:32:00 -
[13] - Quote
Reserved for self important comment on the above posts. |
Surt gods end
Demon Ronin
260
|
Posted - 2013.06.10 12:33:00 -
[14] - Quote
oooooh. make it a thread about adding sheep to this game. like random sheep everywhere. |
EnglishSnake
Zumari Force Projection Caldari State
1202
|
Posted - 2013.06.10 13:25:00 -
[15] - Quote
It is done |
Harpyja
DUST University Ivy League
97
|
Posted - 2013.06.10 13:46:00 -
[16] - Quote
Very nice. Just one thing I noticed: your armor rep values. It doesn't rep only five times like a shield booster. It reps 414hp every second during each three second pulse, so 15x414=6210.
Now that's almost full hp on an armor tank. It can get back into action in under a minute. Shield boosters however don't even rep half the hp on a shield tank. Now you're talking about sitting idle for minutes as you watch your booster trying to rep you, then wait for it to cooldown.
Shield boosters and armor reps need to have their pulses reversed. Shield in EVE can burst tank while armor takes sustained damage over time. Dust is the exact opposite. Not even. Shield boosters just suck compared to armor reps and armor reps can take damage over time as well as burst tanking. |
Ydubbs81 RND
Ahrendee Mercenaries Omega Commission
1398
|
Posted - 2013.06.10 13:52:00 -
[17] - Quote
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. |
Gold Zapa
Not Guilty EoN.
4
|
Posted - 2013.06.10 14:01:00 -
[18] - Quote
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 |
calisk galern
BurgezzE.T.F
262
|
Posted - 2013.06.10 14:02:00 -
[19] - Quote
stopped reading when you said swarm launchers needed a major nerf.
they need an over haul their design is stupid for both sides, the move to slow, for the fast moving vehicles of today, and deal to little damage for massive amount of resistance on them, and because of the way they track their is little to nothing you can due to compensate the speed of the vehicles.
i'd honestly rather a straight firing missle launcher as I could compensate like I would with a forge gun.
oh well, eventually something will come out I suppose, maybe an officer grade swarm that moves faster... |
Gold Zapa
Not Guilty EoN.
4
|
Posted - 2013.06.10 14:20:00 -
[20] - Quote
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. |
|
calisk galern
BurgezzE.T.F
262
|
Posted - 2013.06.10 14:41:00 -
[21] - 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.
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.
|
EnglishSnake
Zumari Force Projection Caldari State
1215
|
Posted - 2013.06.10 14:53:00 -
[22] - 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.
So basically you admit you didnt really read it yet felt fine to comment on something that you didnt read through
Go figure |
EnglishSnake
Zumari Force Projection Caldari State
1215
|
Posted - 2013.06.10 14:58:00 -
[23] - Quote
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 |
EnglishSnake
Zumari Force Projection Caldari State
1215
|
Posted - 2013.06.10 14:59:00 -
[24] - Quote
calisk galern wrote:stopped reading when you said swarm launchers needed a major nerf.
they need an over haul their design is stupid for both sides, they move to slow for the fast moving vehicles of today, and deal to little damage for massive amount of resistance on them, and because of the way they track their is little to nothing you can due to compensate the speed of the vehicles.
i'd honestly rather a straight firing missle launcher as I could compensate like I would with a forge gun.
oh well, eventually something will come out I suppose, maybe an officer grade swarm that moves faster...
Never said major nerf, 2 sec maybe extra lock time, a couple of new variants mentioned, where did i say major nerf?
They move fast enough to catch up to my LAV, they turn on a sixpence instantly and are currently invisible most of the time |
EnglishSnake
Zumari Force Projection Caldari State
1215
|
Posted - 2013.06.10 15:03:00 -
[25] - Quote
Harpyja wrote:Very nice. Just one thing I noticed: your armor rep values. It doesn't rep only five times like a shield booster. It reps 414hp every second during each three second pulse, so 15x414=6210.
Now that's almost full hp on an armor tank. It can get back into action in under a minute. Shield boosters however don't even rep half the hp on a shield tank. Now you're talking about sitting idle for minutes as you watch your booster trying to rep you, then wait for it to cooldown.
Shield boosters and armor reps need to have their pulses reversed. Shield in EVE can burst tank while armor takes sustained damage over time. Dust is the exact opposite. Not even. Shield boosters just suck compared to armor reps and armor reps can take damage over time as well as burst tanking.
Cheers for that
Armor compared to shield is chalk and cheese, if using shield it takes 3 rounds of the booster to get to near full HP if you are anywhere near 6k total shields and while its more or less instant AV in that time can deal more than your are repping where as armor doesnt have that problem
If the armor rep gets put to what it should do then tanking with change instead of repping a near full health back while AV/vehicles are hitting you
Essentially what will happen is either armor rep gets fixed and does less and shield maybe stays the same or armor rep stays as it is and description is changed and shield is given a buff to compete with armor |
Crimson Judgment
ROGUE SPADES EoN.
9
|
Posted - 2013.06.10 18:16:00 -
[26] - Quote
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 |
Scheneighnay McBob
Bojo's School of the Trades
1516
|
Posted - 2013.06.10 19:02:00 -
[27] - Quote
To be honest, standard AV is UP against standard vehicles. A decent standard LAV fit with a decent driver will laugh at the feeble attempts of even multiple standard AVers to kill them. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
|
Posted - 2013.06.10 19:32:00 -
[28] - Quote
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.
|
Iron Wolf Saber
Den of Swords
5031
|
Posted - 2013.06.10 19:42:00 -
[29] - Quote
On an unserious note:
http://www.youtube.com/watch?v=c5w-rZ4s4_M
On a Serious note:
I wished CCP Blam engaged you guys a bit more on the entire 'environment' becuase right now its just too lulzy and one hp change there or one damage change there turns into a flipping magicparp fight. |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
192
|
Posted - 2013.06.10 19:47:00 -
[30] - Quote
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. |
|
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
18
|
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
|
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. |
|
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)
|
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. |
|
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. |
|
Stefan Stahl
Seituoda Taskforce Command Caldari State
113
|
Posted - 2013.06.11 17:14:00 -
[61] - Quote
Spkr4theDead wrote:Go back to Call of Duty if you want vehicles to be useless. I never played that game. I didn't ask for HAVs to become less useful. |
Bones McGavins
TacoCat Industries
292
|
Posted - 2013.06.11 17:24:00 -
[62] - Quote
Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf. |
Spkr4theDead
Namtar Elite Gallente Federation
182
|
Posted - 2013.06.11 17:36:00 -
[63] - Quote
Bones McGavins wrote:Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf. Do you want melee to hurt tanks? |
Charlotte O'Dell
Molon Labe. League of Infamy
430
|
Posted - 2013.06.11 17:39:00 -
[64] - Quote
Bones McGavins wrote:Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf.
We can't be adding that until we have ADV and PRO tanks with 8k and 11k HP, respectively. |
Obodiah Garro
Tech Guard General Tso's Alliance
133
|
Posted - 2013.06.11 17:46:00 -
[65] - Quote
Charlotte O'Dell wrote:Bones McGavins wrote:Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf. We can't be adding that until we have ADV and PRO tanks with 8k and 11k HP, respectively.
8k and 11k? LOL
Seriously just no sir, ehp is fine, too fine in the case of LLAV, what you will get is some extra slots and cpu/pgrid. |
Spkr4theDead
Namtar Elite Gallente Federation
183
|
Posted - 2013.06.11 17:55:00 -
[66] - Quote
Obodiah Garro wrote:Charlotte O'Dell wrote:Bones McGavins wrote:Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf. We can't be adding that until we have ADV and PRO tanks with 8k and 11k HP, respectively. 8k and 11k? LOL Seriously just no sir, ehp is fine, too fine in the case of LLAV, what you will get is some extra slots and cpu/pgrid. Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo. |
EnglishSnake
Zumari Force Projection Caldari State
1255
|
Posted - 2013.06.11 18:02:00 -
[67] - Quote
Obodiah Garro wrote:Charlotte O'Dell wrote:Bones McGavins wrote:Webifiers. The ability to tackle tanks is the first step to balance.
Webifire missiles or forge varients that do little or no damage but stop the vehicle for 1-3 seconds, webifier nades which stop them for 5-10 seconds.
Then you can have your HP buff/AV nerf. We can't be adding that until we have ADV and PRO tanks with 8k and 11k HP, respectively. 8k and 11k? LOL Seriously just no sir, ehp is fine, too fine in the case of LLAV, what you will get is some extra slots and cpu/pgrid.
By my rough estimates that excatly around the figures i have for advanced/proto HAVs which are fitted
Also we should have an increase in the BASE HP but we defo should get an increase in CPU/PG also because we would have more slots
If basic HAVs do a 5/2 then advanced i would like to see go 6/3 and proto 7/4 slot wise - reverse it for armor
It would be exactly like it is for dropsuits, more CPU/PG and slots with a slight buff to base hp |
IM-JUST TO-FAT
Blauhelme Orion Empire
0
|
Posted - 2013.06.11 19:20:00 -
[68] - Quote
thaks a lot for this awesome post man ! i absolutly agree ! |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.11 19:37:00 -
[69] - Quote
EnglishSnake wrote: 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
Yep, there aren't any easy solutions, but I still firmly believe that you need to balance around number of players first, and then ISK/SP second.
The critical hard limit in Dust battles is number of players.
If you allow one player in a HAV to be significantly more effective than one player in any other role then there is only one place things can end up: 16 HAVs per side (has anyone ever brought 16 HAVs to a fight before, btw?)
Teams A and B are fighting, with 16 players each. Team A pulls out a HAV. To maintain parity, team B can switch one guy to a HAV, or switch three guys to AV.
I don't think any of the "tank crew" objections you raise are blockers, by the way, and I'm happy to go into detail if asked. |
Spkr4theDead
Namtar Elite Gallente Federation
184
|
Posted - 2013.06.11 23:03:00 -
[70] - Quote
R F Gyro wrote:EnglishSnake wrote: 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
Yep, there aren't any easy solutions, but I still firmly believe that you need to balance around number of players first, and then ISK/SP second. The critical hard limit in Dust battles is number of players. If you allow one player in a HAV to be significantly more effective than one player in any other role then there is only one place things can end up: 16 HAVs per side (has anyone ever brought 16 HAVs to a fight before, btw?) Teams A and B are fighting, with 16 players each. Team A pulls out a HAV. To maintain parity, team B can switch one guy to a HAV, or switch three guys to AV. I don't think any of the "tank crew" objections you raise are blockers, by the way, and I'm happy to go into detail if asked. Vehicles are limited to 7 per side right now. No, there can't be 16 v 16 tank battles, no matter how bad I'd like to see that myself.
The other team should have to react to a tank being dropped. Some assault guy can't say "I got this," call in a Baloch/Onikuma, roll over to the tank, and spam AV grenades at it to blow it up. That's an absolutely terrible dynamic for vehicle/anti-vehicle warfare. Wiyrkomi swarms are absolutely devastating, per individual volley. More so against armor, as explosive weapons have a huge bonus against armor. I'm lucky to keep half my armor after getting hit by just one volley from one of those. I'd rather be attacked by a duo of Ishukone forge guns, because I at least know those guys know what they're doing, and don't have to rely on a fire-and-forget crutch to blow me up.
One proto assault scrub should not be able to solo a tank, and those that say "I have xx amount of SP invested towards anti vehicle," odds are they're mentioning how much they have towards lolstomping noobs, plus the amount they put in to get the CBR7 or Wiyrkomi swarms. That's not dedicated AV, that's barely branching out. Dedicated AV is someone whose points are in heavy suits and forge guns. That I can respect. Everybody that's on here crying that 2 proto AV grenades should destroy any tank, I cannot respect. |
|
Charlotte O'Dell
Molon Labe. League of Infamy
438
|
Posted - 2013.06.11 23:25:00 -
[71] - Quote
Okay, call me crazy here, but what if we buffed tanks AND made parts of the map where a tank could have 10,000 DPS and 50,000 HP, but it wouldnt matter because it couldnt access that part of the battlefield. (inside buildings, underground, skyscrapers, narrow city streets).
Let's say there are 5 points on a map- 2 are underground in tight passages where infantry dominate, 2 are above ground on open plains where infantry have no cover, and 1 is somehwere in between. Perhaps in a city with wide roads and accessible buildings, alleyways, 2nd stories where if a tank spots a grunt on the round, the grunt and all 15 of his friends next to him WILL die...unless those 15 were smart and got on top of the tank because of the accessibility of alleyways, indoor areas, etc. So to take that 5th objective would take tanks to lock it down once captured and infantry to protect the tanks, and tanks to make sure infantry dont take back that 5th point.
I watched this trailor and it made so much perfect sense. This way, infantry don't get slaughtered unless they go in tank land, tanks don't get soloed by infantry, and tanks can have fun killing eachother in 5km maps all day with 10,000 HP, 2000DPS, etc... http://www.youtube.com/watch?v=n_LlH2c5dyA
Maybe it's a far off dream because every map would become so 3-dimensional and it would take a complete rework, but i think everyone would be happy if no side had any advantage in all situations. I mean, I'm sure the infantry would love more CQC inside where there are no lavs or tanks, and tanks love big open manus-peak like maps where they get to be tanks.
Just a thought. yes, it's a tank buff, but it's a buff that doesn't effect infantry because if you choose, you will never have to fight a tank- ever! |
Shijima Kuraimaru
WarRavens League of Infamy
216
|
Posted - 2013.06.12 01:22:00 -
[72] - Quote
Eurydice Itzhak wrote: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)
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer. |
EnglishSnake
Zumari Force Projection Caldari State
1265
|
Posted - 2013.06.12 11:48:00 -
[73] - Quote
R F Gyro wrote:EnglishSnake wrote: 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
Yep, there aren't any easy solutions, but I still firmly believe that you need to balance around number of players first, and then ISK/SP second. The critical hard limit in Dust battles is number of players. If you allow one player in a HAV to be significantly more effective than one player in any other role then there is only one place things can end up: 16 HAVs per side (has anyone ever brought 16 HAVs to a fight before, btw?) Teams A and B are fighting, with 16 players each. Team A pulls out a HAV. To maintain parity, team B can switch one guy to a HAV, or switch three guys to AV. I don't think any of the "tank crew" objections you raise are blockers, by the way, and I'm happy to go into detail if asked.
Your comparing a 3man HAV to a 3man AV team
Problem here is that 3man HAV team is generally snort range except the driver if hes got a railgun on the HAV, the 2 small turrets are effectively useless and unless they have sniper rifles they cant do long range, on the other hand the 3 AV guys can be all FG or SL and hit from distance where only the driver can shoot back, if the turret is blaster its just better to run away but even then aslong as they have a line of sight you will still get hit
In PC battles right now no one runs in the HAV with the driver, when AV hits it from long range and is only short range if you get in the thick of it like inside a compound, FG/SL are used in places that the HAV wont be able to hit
Its mostly why HAV drivers tend to argue about ISK and SP, because a 3 man HAV crew cannot hit the AV guys when they are generally out of reach
Now if we could have small turrets which could hit long range then maybe we would fill our small turrets up a bit more because we as drivers wouldnt have to feel that we need to run railgun all the time incase long range AV comes into play, we could switch up our tactics a little bit |
Eurydice Itzhak
Militaires Sans Jeux
66
|
Posted - 2013.06.12 12:14:00 -
[74] - Quote
Shijima Kuraimaru wrote:
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer.
No, the forge gun will out dmg the railgun every time. The forge has higher base damage, damage mods available, and basically the same TtF with the charge time skill and the reload skill.
Ishokune Assault Forge > Particle Canon. All day. |
Obodiah Garro
Tech Guard General Tso's Alliance
138
|
Posted - 2013.06.12 12:30:00 -
[75] - Quote
Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. |
Eurydice Itzhak
Militaires Sans Jeux
66
|
Posted - 2013.06.12 12:36:00 -
[76] - Quote
Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them.
HAVs a crutch. So gud. 100% OP. This is why you ALWAYS see the vehicle cap reached by HAVs in PC right? Entire corps are made or broken by their pilots. HAVs be up in planetary conquest just WRECKING scrubs.
Oh wait.... |
EnglishSnake
Zumari Force Projection Caldari State
1267
|
Posted - 2013.06.12 13:44:00 -
[77] - Quote
Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them.
A crutch
LOL ahahahahahaha
Seriously why are you in this thread when you have no clue about vehicles and obv dont use them either |
NAV HIV
The Generals EoN.
228
|
Posted - 2013.06.12 13:49:00 -
[78] - Quote
English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle |
EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.12 16:35:00 -
[79] - Quote
NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle
The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent
Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles
Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead |
R F Gyro
Krusual Covert Operators Minmatar Republic
362
|
Posted - 2013.06.12 16:43:00 -
[80] - Quote
EnglishSnake wrote:Your comparing a 3man HAV to a 3man AV team
Problem here is that 3man HAV team is generally short range except the driver if hes got a railgun on the HAV, the 2 small turrets are effectively useless and unless they have sniper rifles they cant do long range, on the other hand the 3 AV guys can be all FG or SL and hit from distance where only the driver can shoot back, if the turret is blaster its just better to run away but even then aslong as they have a line of sight you will still get hit
In PC battles right now no one runs in the HAV with the driver, when AV hits it from long range and is only short range if you get in the thick of it like inside a compound, FG/SL are used in places that the HAV wont be able to hit
Its mostly why HAV drivers tend to argue about ISK and SP, because a 3 man HAV crew cannot hit the AV guys when they are generally out of reach
Now if we could have small turrets which could hit long range then maybe we would fill our small turrets up a bit more because we as drivers wouldnt have to feel that we need to run railgun all the time incase long range AV comes into play, we could switch up our tactics a little bit I'm not saying a 3 man HAV crew is balanced with a 3 man AV team right now.
I'm saying that a 3 man HAV crew should be balanced with a 3 man AV team.
I'll support any initiative that achieves that. Once operating a tank requires 3 players I'm all in favour of buffing them, or nerfing AV, or whatever combination makes sense. |
|
R F Gyro
Krusual Covert Operators Minmatar Republic
362
|
Posted - 2013.06.12 16:48:00 -
[81] - Quote
Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not?
Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"?
Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
|
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 16:50:00 -
[82] - Quote
EnglishSnake wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead
Yup thats what i mentioned in Charlottes post too. We have quite a few skills without any bonuses to them at all.
1. Vehicle command : 1%CPU and 1%PG per level? 2. Race LAVS (Caldari/Gallente) 1% PG for Caldari, 1%CPU for Gallente or 2% Reduction on PG usage for Caldari/ 2% reduction in CPU usage for Gallente 3. HAV skill tree> 2% bonus to PG for Gallente... 2% Bonus to CPU for Caldari per level
it wouldn't be too OP and there would be some middle ground to it.
AV's are just a bit too much. I use them so i know how unfair it could be. Specially Swarms to Armor. Make it Proto AR suit with 2 Complex Damage mods + Swarms |
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 16:56:00 -
[83] - Quote
Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities.
It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules? |
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 16:57:00 -
[84] - Quote
NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules.
**** you |
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 17:01:00 -
[85] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. You're a ******. Please, go back to Call of Duty. You don't understand the dynamics a tank brings to the field. [quote=R F Gyro]Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want.[/quote\] THAT'S EXACTLY WHAT YOU'RE TRYING TO SAY!!!!! How the hell could you not see that? It's basically the same argument as 3 in a tank vs 3 with AV. Why should one guy with AV grenades be able to solo a tank? Can you answer that with any intelligence at all? |
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:02:00 -
[86] - Quote
Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?
Oh scrubba dub , if i'm not mistaken most AR suits have the same base HP. The difference is in the number of slots and, CPU and PG |
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:04:00 -
[87] - Quote
Spkr4theDead wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules. **** you
LOL if i'm not mistaken you are one of those LAV scrubs arent you |
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 17:06:00 -
[88] - Quote
NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules. **** you LOL if i'm not mistaken you are one of those LAV scrubs arent you You mean to tell me you're not spec'd into the Limbus/Charybdis at all? No Saga or Methana? |
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 17:11:00 -
[89] - Quote
NAV HIV wrote:Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules? Oh scrubba dub , if i'm not mistaken most AR suits have the same base HP. The difference is in the number of slots and, CPU and PG I don't run assault at all. The only numbers I want to be familiar with at all are the numbers for AV weapons. If you had a brain, maybe you'd realize that. |
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:12:00 -
[90] - Quote
Spkr4theDead wrote:NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules. **** you LOL if i'm not mistaken you are one of those LAV scrubs arent you You mean to tell me you're not spec'd into the Limbus/Charybdis at all? No Saga or Methana?
Nope not even one. Unless the Gallente LAV skill to level 3 counts as anything. Didn't buy any of those. Don't need a LAV to kill someone LOL
But as i've mentioned before. You are polluting a wonderful thread. So try and learn something from English about tanking if you can. or else shut up and listen |
|
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:14:00 -
[91] - Quote
Spkr4theDead wrote:NAV HIV wrote:Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules? Oh scrubba dub , if i'm not mistaken most AR suits have the same base HP. The difference is in the number of slots and, CPU and PG I don't run assault at all. The only numbers I want to be familiar with at all are the numbers for AV weapons. If you had a brain, maybe you'd realize that.
Well you are the one Comparing Dropsuit and tank mechanisms are you not? Or am I reading your posts wrong?
"It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?"
|
Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 17:18:00 -
[92] - Quote
NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules. **** you LOL if i'm not mistaken you are one of those LAV scrubs arent you You mean to tell me you're not spec'd into the Limbus/Charybdis at all? No Saga or Methana? Nope not even one. Unless the Gallente LAV skill to level 3 counts as anything. Didn't buy any of those. Don't need a LAV to kill someone LOL But as i've mentioned before. You are polluting a wonderful thread. So try and learn something from English about tanking if you can. or else shut up and listen When I started following him into matches on MAG instead of deploying with my clan (basically a sabotage clan), that's when I really figured out vehicles and how effective they can be.
The same happened on here. I was skilling up for heavy but also wanted to branch into tanking. Finally was able to skill up for Madrugar, and English showed me the way. I didn't learn it by myself, and I don't consider myself stupid. |
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:22:00 -
[93] - Quote
Well you didn't learn properly then. Wouldn't be ranting over every topic then. If you can't post insightful items that's fine. Just don't act like a know it all and then. Shut up and follow instructions. You don't consider yourself stupid? LOL The rest of the people do |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:49:00 -
[94] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
None of you are thinking properly. The balance between AV vs TANKS is perfect, but we are missing the other parts of the tree. 3 std forges = gunlogi 1 9k = gunlogi 1 ishukone = gunlogi 1 gastun = gunlogi
See, standard on standard, it's well balanced, but we're expected to defend against officer gear with standard weapons. Introduce adv, pro, and officer tanks and everything will be peachy keen until the QQ threads about it taking 3 ishukone assault forges to kill a proto tank start. |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:54:00 -
[95] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
NO! A 3 man team of std forges should be able to kill a gunlogi 85% of the time. However, when you scale that up one level, it only takes one adv, or pro forge to solo a gunlogi, let alone officer forges. Vehicle balance is there, but we don't have the other side of the scale (ADV and PRO) tanks. |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:55:00 -
[96] - Quote
[I'm quoting this from another thread]
Okay, call me crazy here, but what if we buffed tanks AND made parts of the map where a tank could have 10,000 DPS and 50,000 HP, but it wouldnt matter because it couldnt access that part of the battlefield. (inside buildings, underground, skyscrapers, narrow city streets).
Let's say there are 5 points on a map- 2 are underground in tight passages where infantry dominate, 2 are above ground on open plains where infantry have no cover, and 1 is somehwere in between. Perhaps in a city with wide roads and accessible buildings, alleyways, 2nd stories where if a tank spots a grunt on the round, the grunt and all 15 of his friends next to him WILL die...unless those 15 were smart and got on top of the tank because of the accessibility of alleyways, indoor areas, etc. So to take that 5th objective would take tanks to lock it down once captured and infantry to protect the tanks, and tanks to make sure infantry dont take back that 5th point.
I watched this trailor and it made so much perfect sense. This way, infantry don't get slaughtered unless they go in tank land, tanks don't get soloed by infantry, and tanks can have fun killing eachother in 5km maps all day with 10,000 HP, 2000DPS, etc... http://www.youtube.com/watch?v=n_LlH2c5dyA
Maybe it's a far off dream because every map would become so 3-dimensional and it would take a complete rework, but i think everyone would be happy if no side had any advantage in all situations. I mean, I'm sure the infantry would love more CQC inside where there are no lavs or tanks, and tanks love big open manus-peak like maps where they get to be tanks.
Just a thought. yes, it's a tank buff, but it's a buff that doesn't effect infantry because if you choose, you will never have to fight a tank- ever!
A sniper snipes because he wants to OHK everyone - let him; unless theyre inside where he's useless
A tank wants to be an unstoppable killing machine - and he is, but only where the maps allow, placing him against other tanks
AV wants to kill tanks- and they will if tanks go into an urban environment where infantry rule
Heavies want to be OP and be little tanks - and they will unless the get flanked by someone jumping through a window or rooftop, but anyone in front of them melts...except tanks if they choose to walk into tank land
Dropships want to be usefull - they will be the only way to safely transport infantry across tank land
Lasers want to be OP again - so let them be...but inside they still suck
Mass drives wanna be OP - let them be OP, except for the fact that they have limited range and can't shoot further than the across the street or the next room accuratly.
Assault rifles wanna do everything - and they do (except vs tanks), but not as well as anything else, but they still have less weaknesses
Shotguns wanna OHK at close range - they will and there will be lots of it in urban combat, but not in the streets where it's open and their power counts for nothing
LAVS wanna murder taxi - go for it. infantry in tank land die fast; but run into grunt world and youll find more proxy mines in unavoidable paths than you can count that WILL OHK you
AV grenades want to kill tanks - well they can if there is half a squad lobbing it at a tank who was dumb enough to go into the land of the infantry, but try that in tank land and you wont get closer than 300m without melting.
Assault dropships want to be assault-oriented - give them huge cannons that do 1000 DPS- after all, SOMEONE's gotta kill the logi dropships and keep the tanks in check if they get too brave. However, get to close to the infantry and a team of forge guns will kill you fast than you can evade because they are A TEAM. |
R F Gyro
Krusual Covert Operators Minmatar Republic
363
|
Posted - 2013.06.13 10:46:00 -
[97] - Quote
Spkr4theDead wrote:You're a ******. Please, go back to Call of Duty. You don't understand the dynamics a tank brings to the field. [quote=R F Gyro]Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want.[/quote\] THAT'S EXACTLY WHAT YOU'RE TRYING TO SAY!!!!! How the hell could you not see that? It's basically the same argument as 3 in a tank vs 3 with AV. Why should one guy with AV grenades be able to solo a tank? Can you answer that with any intelligence at all? Calm down or I won't answer you at all.
I very deliberately did not say one infantry player should be able to solo a HAV. You won't be able to provide any quotes to show otherwise.
1v1 is absolutely not the same as 3v3. The ratio is the same, but that is all.
I firmly believe that one guy with AV nades should get pummelled every time by a HAV with a crew of 3. There is no way he should be able to solo it. HAVs should be buffed, or AV nerfed, so that this is the case. Two guys should not be able to reliably kill a HAV either, again assuming the HAV requires a crew of 3 to operate. It should take a coordinated team of 3 infantry to kill a HAV, but it should take a crew of 3 to operate one as well; that is balanced.
Please read what I've been posting again, spend just a little bit of time trying to understand what I am saying, and then respond. Misrepresenting my argument and then attacking your misrepresentation instead isn't the right way to approach this.
|
R F Gyro
Krusual Covert Operators Minmatar Republic
363
|
Posted - 2013.06.13 10:54:00 -
[98] - Quote
Charlotte O'Dell wrote:R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. NO! A 3 man team of std forges should be able to kill a gunlogi 85% of the time. However, when you scale that up one level, it only takes one adv, or pro forge to solo a gunlogi, let alone officer forges. Vehicle balance is there, but we don't have the other side of the scale (ADV and PRO) tanks.
I'm not quite sure how to read your post; could you clarify which of the following you intended?
a) With the current game mechanics, if 3 players with standard forges attack a gunlogi, they will kill it 85% of the time b) The game should be changed so that if 3 players with standard forges attack a gunlogi, they will kill it 85% of the time
I think you mean (a), and assuming that is the case...
I believe HAVs should be buffed, or AV nerfed, so that it would take 3 proto AV players to have a 50% chance of winning a fight with a top end HAV. Three basic AV players should have a 50% chance of killing a low end HAV.
While implementing these AV nerfs / HAV buffs, the HAV should be made to require a crew of 3 to operate effectively.
Part of buffing HAVs might be to introduce better HAVs (proto equiv) if they are absent, to counter proto AV gear. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
257
|
Posted - 2013.06.13 10:59:00 -
[99] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
This
A single player really can't solo a tank if the tank driver knows what they are doing and gets the hell out of there. There's a couple elevation type graphical glitches coming into play where you can't see where the shots are coming from that need to be addressed, but even in their current sorry state, the only reason a well fit tank gets soloed is because of driver error.
Too much camping, a stationary tank is a dead tank. |
Mortedeamor
Internal Error. Negative-Feedback
72
|
Posted - 2013.06.13 11:20:00 -
[100] - Quote
EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
Rock - Vehicles - Made to generally tank small arms fire and be fine from scissors
Paper - AV - Hurts Rock but is weak to scissors
Scissors - Infantry - Cuts a path through everything except rock
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.
Both sides get pissed off and think they are right and it becomes a **** throwing forum match and i have taken part in a fair few and nothing ever comes of it and it eventually gets lost in the forums and forgotten about.
The balance is one which will never truly happen but the only way to get it about right is if both sides can agree on a number of issues and for that to happen we need all the AV equipment which is going to be added and all the vehicles aswell but until that happens the next best step we can do is balance what we have and hopefully this thread can address a few issues and also solve a few too while hopefully adding some good ideas but expect bad ones aswell.
At this current time i have 14mil SP invested into vehicles, i have both sets of HAVs (excluding useless Enforcers), armor/shield DS, armor Logi DS and a Logi LAV but i have a tried out all vehicles and destroyed all vehicles with everything the game has to offer at one point or another through the varying builds and take part in all game modes including PC where basic vehicles go against proto AV.
I dont know it all but i know quite a bit and i know what pisses me off as vehicle pilot so if im slightly bias i can't help it but i try to be on the level with what i say and i try not to repeat myself but sometimes its needed because one thing can effect something else and so on until you come full circle.
Essentially dont turn this into a **** throwing thread, disagree yes but put why and in some detail and dont have posts like 'learn to fly' which are useless because in the end both sides dont get what they want and end up in a worse position from where they started from.
Its a long thread and there is no TLDR btw that rock paper scissors epic analogy dude. ok so im a triple spec and i run light av ina logi lav im also a logi just for backround ive tanked chromosome....build prior to chromosome in closed i was av ina logi lav. and before that again i delbed in tanks. i have only specked dropships in uprising prior to my reset to double check they're worthlessness i also specked tanks bef reset to check the caldari side...so former shield tanker here.
LAV 1 the LOGI LAV is NOT overpowered. the mlt bpo bolach needs to be taken away upon graduation of the scrub academy..and maybe even made restockable at mlt isk prices. as far as lavs go the issues are as follows i feel ( without looking at base module differences and unbalances between shield and armor.) they need to have a damage counter for impacts with a body this should include dmg done to lav equal to a percentage of run over suits hp....percentage should be greater the heavier build the frame is (ex light 33% medium66%heavy99%) this should include resistances..and would effectively prevent lower end lavs from being able to murder taxi mass proto suits. as far as av goes...look at the limbus i eat limbus's for lunch PROTO AV the charybdis may seem op...but when the light forge gun or the plasma cannon (most useless av weapon ) gets reworked it will be great vs charybdis. and will balance the minor gaps between the 2 charybdis and limbus. i think we should have a skill tree to enhance the reppers on the logi lavs. i think the turrent slot should be a logi turrent only and they should give us logi turrents both shield transporters and armor reppers of various ranges and effectiveness. the acceleration needs to be nerfed....the reason with a skill tree enhancing the reppers built in. maybe multi beems, range buffs,...and a logi team using a logi lav both running complementary suits like heavy/logi and dual specced/forge /swarm.when pulling up to a team currently its just to fast ..in pc it's unpractical if they make logi lavs more logi then they need to slow them down. 2 the scout lav...the above changes to logi make it useless as a speed tank unless specifically built for just that...so scout lav...should have no turrent....should instead have onboard resupply ....should have faster accel ..needs buff to that and top speed.... 3 saga/methana.....these 2 should have an extra skill that increases the res drastically ...like 4% per lvl as well as a skill that enhances the turrents placed on you attack lav...and the back end should handle dmg equally as well as the front unlike all other lavs...the turrenter should have some form of bullet guard on his turrent...
now these are just some of my idea for lavs and balance i will have more input on the tanks side later today me and a few mates are gunna test proto av dmg vs armor and shield tanks both. |
|
EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:18:00 -
[101] - Quote
NAV HIV wrote:EnglishSnake wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead Yup thats what i mentioned in Charlottes post too. We have quite a few skills without any bonuses to them at all. 1. Vehicle command : 1%CPU and 1%PG per level? 2. Race LAVS (Caldari/Gallente) 1% PG for Caldari, 1%CPU for Gallente or 2% Reduction on PG usage for Caldari/ 2% reduction in CPU usage for Gallente 3. HAV skill tree> 2% bonus to PG for Gallente... 2% Bonus to CPU for Caldari per level it wouldn't be too OP and there would be some middle ground to it. AV's are just a bit too much. I use them so i know how unfair it could be. Specially Swarms to Armor. Make it Proto AR suit with 2 Complex Damage mods + Swarms
Vehicle command maybe skill wise
But for vehicles they should have race specific skills for ther tank so caldari shield and gal armor and they get like 5% to rep rate or something which benefits ther tank |
EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:26:00 -
[102] - Quote
R F Gyro wrote:EnglishSnake wrote:Your comparing a 3man HAV to a 3man AV team
Problem here is that 3man HAV team is generally short range except the driver if hes got a railgun on the HAV, the 2 small turrets are effectively useless and unless they have sniper rifles they cant do long range, on the other hand the 3 AV guys can be all FG or SL and hit from distance where only the driver can shoot back, if the turret is blaster its just better to run away but even then aslong as they have a line of sight you will still get hit
In PC battles right now no one runs in the HAV with the driver, when AV hits it from long range and is only short range if you get in the thick of it like inside a compound, FG/SL are used in places that the HAV wont be able to hit
Its mostly why HAV drivers tend to argue about ISK and SP, because a 3 man HAV crew cannot hit the AV guys when they are generally out of reach
Now if we could have small turrets which could hit long range then maybe we would fill our small turrets up a bit more because we as drivers wouldnt have to feel that we need to run railgun all the time incase long range AV comes into play, we could switch up our tactics a little bit I'm not saying a 3 man HAV crew is balanced with a 3 man AV team right now. I'm saying that a 3 man HAV crew should be balanced with a 3 man AV team. I'll support any initiative that achieves that. Once operating a tank requires 3 players I'm all in favour of buffing them, or nerfing AV, or whatever combination makes sense.
I feel maybe long range small turrets could help to a degree, it means it wouldnt always be upto the driver to rack on a railgun to hit AV which is firing away on a mountain, blaster would also be a bit more usable
As for the seperating the driver and gunner, i could deal with it if the 4man HAV got a buff in defenses for it and i could still drive in 3rd person view like i do now but i need complete control of the vehicle and until that happens no to it
|
EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:29:00 -
[103] - Quote
Mortedeamor wrote:EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
Rock - Vehicles - Made to generally tank small arms fire and be fine from scissors
Paper - AV - Hurts Rock but is weak to scissors
Scissors - Infantry - Cuts a path through everything except rock
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.
Both sides get pissed off and think they are right and it becomes a **** throwing forum match and i have taken part in a fair few and nothing ever comes of it and it eventually gets lost in the forums and forgotten about.
The balance is one which will never truly happen but the only way to get it about right is if both sides can agree on a number of issues and for that to happen we need all the AV equipment which is going to be added and all the vehicles aswell but until that happens the next best step we can do is balance what we have and hopefully this thread can address a few issues and also solve a few too while hopefully adding some good ideas but expect bad ones aswell.
At this current time i have 14mil SP invested into vehicles, i have both sets of HAVs (excluding useless Enforcers), armor/shield DS, armor Logi DS and a Logi LAV but i have a tried out all vehicles and destroyed all vehicles with everything the game has to offer at one point or another through the varying builds and take part in all game modes including PC where basic vehicles go against proto AV.
I dont know it all but i know quite a bit and i know what pisses me off as vehicle pilot so if im slightly bias i can't help it but i try to be on the level with what i say and i try not to repeat myself but sometimes its needed because one thing can effect something else and so on until you come full circle.
Essentially dont turn this into a **** throwing thread, disagree yes but put why and in some detail and dont have posts like 'learn to fly' which are useless because in the end both sides dont get what they want and end up in a worse position from where they started from.
Its a long thread and there is no TLDR btw that rock paper scissors epic analogy dude. ok so im a triple spec and i run light av ina logi lav im also a logi just for backround ive tanked chromosome....build prior to chromosome in closed i was av ina logi lav. and before that again i delbed in tanks. i have only specked dropships in uprising prior to my reset to double check they're worthlessness i also specked tanks bef reset to check the caldari side...so former shield tanker here. LAV 1 the LOGI LAV is NOT overpowered. the mlt bpo bolach needs to be taken away upon graduation of the scrub academy..and maybe even made restockable at mlt isk prices. as far as lavs go the issues are as follows i feel ( without looking at base module differences and unbalances between shield and armor.) they need to have a damage counter for impacts with a body this should include dmg done to lav equal to a percentage of run over suits hp....percentage should be greater the heavier build the frame is (ex light 33% medium66%heavy99%) this should include resistances..and would effectively prevent lower end lavs from being able to murder taxi mass proto suits. as far as av goes...look at the limbus i eat limbus's for lunch PROTO AV the charybdis may seem op...but when the light forge gun or the plasma cannon (most useless av weapon ) gets reworked it will be great vs charybdis. and will balance the minor gaps between the 2 charybdis and limbus. i think we should have a skill tree to enhance the reppers on the logi lavs. i think the turrent slot should be a logi turrent only and they should give us logi turrents both shield transporters and armor reppers of various ranges and effectiveness. the acceleration needs to be nerfed....the reason with a skill tree enhancing the reppers built in. maybe multi beems, range buffs,...and a logi team using a logi lav both running complementary suits like heavy/logi and dual specced/forge /swarm.when pulling up to a team currently its just to fast ..in pc it's unpractical if they make logi lavs more logi then they need to slow them down. 2 the scout lav...the above changes to logi make it useless as a speed tank unless specifically built for just that...so scout lav...should have no turrent....should instead have onboard resupply ....should have faster accel ..needs buff to that and top speed.... 3 saga/methana.....these 2 should have an extra skill that increases the res drastically ...like 4% per lvl as well as a skill that enhances the turrents placed on you attack lav...and the back end should handle dmg equally as well as the front unlike all other lavs...the turrenter should have some form of bullet guard on his turrent... now these are just some of my idea for lavs and balance i will have more input on the tanks side later today me and a few mates are gunna test proto av dmg vs armor and shield tanks both.
Give an example with that running ppl over and percentages
LAVs in general are fast its part of ther defence since swarms take the ****, if the LAV is being slower it needs more defences if its a logi LAV so it can support infantry vehicles
Scout LAV i dont use but id go for that increase in speed
Logi LAV basically stops you from using other LAVs and if the saga/methana got a buff like that it maybe would be used more
|
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.13 16:42:00 -
[104] - Quote
EnglishSnake wrote:NAV HIV wrote:EnglishSnake wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead Yup thats what i mentioned in Charlottes post too. We have quite a few skills without any bonuses to them at all. 1. Vehicle command : 1%CPU and 1%PG per level? 2. Race LAVS (Caldari/Gallente) 1% PG for Caldari, 1%CPU for Gallente or 2% Reduction on PG usage for Caldari/ 2% reduction in CPU usage for Gallente 3. HAV skill tree> 2% bonus to PG for Gallente... 2% Bonus to CPU for Caldari per level it wouldn't be too OP and there would be some middle ground to it. AV's are just a bit too much. I use them so i know how unfair it could be. Specially Swarms to Armor. Make it Proto AR suit with 2 Complex Damage mods + Swarms Vehicle command maybe skill wise But for vehicles they should have race specific skills for ther tank so caldari shield and gal armor and they get like 5% to rep rate or something which benefits ther tank
Yup agreed. Anything, any kind of bonus with those skillbooks would be great
|
EnglishSnake
Zumari Force Projection Caldari State
1273
|
Posted - 2013.06.14 09:03:00 -
[105] - Quote
Back to the 1st page |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:44:00 -
[106] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer.
No, the forge gun will out dmg the railgun every time. The forge has higher base damage, damage mods available, and basically the same TtF with the charge time skill and the reload skill. Ishokune Assault Forge > Particle Canon. All day. EDIT: To anyone and everyone who claims vehicles are balanced/op/viable, please take a look at PC. How many HAVs do you see? How many Dropships? Next to none? Maybe it is because they suck.... hard.
Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:48:00 -
[107] - Quote
Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?
That is how it works. Dropsuits have the same EHP across their race class. Only CPU/PG increase. |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 10:03:00 -
[108] - Quote
Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else.
I believe armor tanks can fit an active heat sink? I'm unsure.
A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun.
My armor tanking days died in Chromosome so I can't say for sure how they would fare.
|
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 10:08:00 -
[109] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else. I believe armor tanks can fit an active heat sink? I'm unsure. A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun. My armor tanking days died in Chromosome so I can't say for sure how they would fare.
Fine. Change it to a Falchion. The results would still be the same with two damage mods. |
EnglishSnake
Zumari Force Projection Caldari State
1278
|
Posted - 2013.06.14 12:30:00 -
[110] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else. I believe armor tanks can fit an active heat sink? I'm unsure. A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun. My armor tanking days died in Chromosome so I can't say for sure how they would fare. Fine. Change it to a Falchion. The results would still be the same with two damage mods. Otherwise it looks like you're saying that shield tanks don't have low slots.
Nice try with stats
Remember tho every single HAV needs at least 1 PG mod on it
Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent
All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances
The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak |
|
Panther Alpha
Lone Wolf Going Solo
504
|
Posted - 2013.06.14 12:52:00 -
[111] - Quote
You can't use "rock, paper and scissors" in a FPS game .. or a least not in a literal way. You can make weapon more effecting against specific scenarios, but not "exclusive" to that scenarios. Having LAV's that instant kills infantry, its using Rock against Scissors in a "Literal" way... the problem is that LAV's should never be ROCK against infantry..it should be like this:
- Vehicle V's Vehicle
- Infantry V's Infantry
Two different scenarios.
Vehicle V's Infantry, should be "circumstantial " and not "literal".. in other words ;
The mounted gun in a LAV kills Infantry > Anti-vehicle infantry weapons kills LAV.
But not ;
LAV road kills infantry > Infantry kills LAV with grenades.
|
EnglishSnake
Zumari Force Projection Caldari State
1278
|
Posted - 2013.06.14 13:37:00 -
[112] - Quote
Panther Alpha wrote:You can't use "rock, paper and scissors" in a FPS game .. or a least not in a literal way. You can make weapons more effecting against specific scenarios, but not "exclusive" to that scenarios. Having LAV's that instant kills infantry, its using Rock against Scissors in a "Literal" way... the problem is that LAV's should never be ROCK against infantry..it should be like this:
- Vehicle V's Vehicle
- Infantry V's Infantry
Two different scenarios.
Vehicle V's Infantry, should be "circumstantial " and not "literal".. in other words ;
The mounted gun in a LAV kills Infantry > Anti-vehicle infantry weapons kills LAV.
But not ;
LAV road kills infantry > Infantry kills LAV with grenades.
Yes you can and i just did
Rock, paper & scissors is a fine example for the true specializations
Sure you can have infantry with AV nades, so scissors with a paper handle
Or just rock against rock, or in your case with a LAV rock vs pebble
Either way its perfectly fine and you are nit picking with example of infantry or whatever not being specialised and trying to be jack of 2 trades but master of **** all |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 20:48:00 -
[113] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
Nice try with stats Remember tho every single HAV needs at least 1 PG mod on it Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on. |
Arkena Wyrnspire
Turalyon Plus
952
|
Posted - 2013.06.14 21:20:00 -
[114] - Quote
I don't have much to contribute, but +1. Though this should be in feedback and requests this is an excellent thread that covers things in good detail. Very good job OP, this is the kind of thread that we need more of. |
EnglishSnake
Zumari Force Projection Caldari State
1289
|
Posted - 2013.06.15 09:59:00 -
[115] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Nice try with stats Remember tho every single HAV needs at least 1 PG mod on it Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage. You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.15 21:32:00 -
[116] - Quote
EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything
So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both.
You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. |
EnglishSnake
Zumari Force Projection Caldari State
1293
|
Posted - 2013.06.15 23:54:00 -
[117] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank.
I never said it was OP you idiot but it is clearly not as bad as you are making out
The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed
Sidearm slot ******* use it at least
AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank?
I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen |
Charlotte O'Dell
Molon Labe. League of Infamy
486
|
Posted - 2013.06.16 00:45:00 -
[118] - Quote
Can we have PRO and ADV tanks yet? |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.16 01:54:00 -
[119] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen
Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them.
The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. |
Eurydice Itzhak
Militaires Sans Jeux
74
|
Posted - 2013.06.16 02:07:00 -
[120] - Quote
Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice.
LOLOLOLOLOLOL.
Has never used a tank, or at least not since uprising. You literally get NO say in anything.
I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV.
Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). |
|
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.16 05:49:00 -
[121] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks).
So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad.
The Forge is meant to take down heavy armored vehicles. That you and your buddy teamed up on a tank and took it out is great. I'm usually the only FG alternative to AV grenades and swarms in the matches I've played in. So if a Forge, even a militia one, shouldn't be killing tanks, then nothing should kill tanks and the entire match should just be a free fire shooting gallery for tankers. Thankfully, it's not like that. |
Eurydice Itzhak
Militaires Sans Jeux
75
|
Posted - 2013.06.16 08:19:00 -
[122] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad. The Forge is meant to take down heavy armored vehicles. That you and your buddy teamed up on a tank and took it out is great. I'm usually the only FG alternative to AV grenades and swarms in the matches I've played in. So if a Forge, even a militia one, shouldn't be killing tanks, then nothing should kill tanks and the entire match should just be a free fire shooting gallery for tankers. Thankfully, it's not like that.
People shouldn't be SOLOing tanks. Even with 2 people its too easy.
And yes. Tanks had their PG nerfed by 20% reducing fitting variations to almost 0. |
EnglishSnake
Zumari Force Projection Caldari State
1295
|
Posted - 2013.06.16 11:14:00 -
[123] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Gibberish The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong.
DPS over time your maths are wrong
The compressed particle rail cannot fire 4 shots, it can only fire 3 then it overheats so the time it takes to fire 4 shots is even longer unless you use a heat sink if you can fit it on, by the time its stopped overheating the FG has reloaded and is firing again
But lets be honest here, damage per second means nothing at all because you cant take comfort knowing that your tank can spit out more yet you can be dead in 3 shots anyways so that means jack ****
DPS only matters between tanks because we are so weak to each other and we can end up firing 10shots at each other but if proto AV gets involved then someone is ******
Its about how hard it hits, if it takes 3k of your tanks health in a single shot currently all basic vehicles are ****** against proto AV because dun dun dun we dont have advanced/proto vehicles
Your entire stat argument was flawed, you only picked what you wanted and totally ignored the vehicle side of things because you have never skilled up into anything vehicle wise and all you prob use is the milita LAV
|
R F Gyro
Krusual Covert Operators Minmatar Republic
369
|
Posted - 2013.06.16 18:45:00 -
[124] - Quote
Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification.
While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo.
As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned.
|
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.16 21:11:00 -
[125] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Gibberish The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. DPS over time your maths are wrong The compressed particle rail cannot fire 4 shots, it can only fire 3 then it overheats so the time it takes to fire 4 shots is even longer unless you use a heat sink if you can fit it on, by the time its stopped overheating the FG has reloaded and is firing again But lets be honest here, damage per second means nothing at all because you cant take comfort knowing that your tank can spit out more yet you can be dead in 3 shots anyways so that means jack **** DPS only matters between tanks because we are so weak to each other and we can end up firing 10shots at each other but if proto AV gets involved then someone is ****** Its about how hard it hits, if it takes 3k of your tanks health in a single shot currently all basic vehicles are ****** against proto AV because dun dun dun we dont have advanced/proto vehicles Your entire stat argument was flawed, you only picked what you wanted and totally ignored the vehicle side of things because you have never skilled up into anything vehicle wise and all you prob use is the milita LAV
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered. |
Eurydice Itzhak
Militaires Sans Jeux
75
|
Posted - 2013.06.16 21:19:00 -
[126] - Quote
R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned.
You're the reason this is AR 514. Go home.
You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.16 21:36:00 -
[127] - Quote
Eurydice Itzhak wrote:R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned. You're the reason this is AR 514. Go home. You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC.
So you want it to be Tank 514? I haven't seen any suggestions for an alternate balance, only calls for changes to make all AV useless. |
R F Gyro
Krusual Covert Operators Minmatar Republic
369
|
Posted - 2013.06.16 22:30:00 -
[128] - Quote
Eurydice Itzhak wrote:You're the reason this is AR 514. Go home.
You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC.
"Go home". That's a convincing argument, well done. You must be very proud of yourself.
If you take the time to read my post (the one you are responding to) you will discover that of the three options I listed, I stated a preference for one (option 3) in which I very explicitly state "infantry can't solo a tank".
|
EnglishSnake
Zumari Force Projection Caldari State
1296
|
Posted - 2013.06.16 23:20:00 -
[129] - Quote
Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish
You can jump with the breach
Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy
Balanced lol its anything but
A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol
Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing
FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
59
|
Posted - 2013.06.16 23:27:00 -
[130] - Quote
I think tanks are fine. However the limbus is a mini tank and I wish it never existed. They are the bane of my existance. |
|
Alpha 443-6732
G.R.A.V.E
5
|
Posted - 2013.06.17 00:41:00 -
[131] - Quote
Bump for truth; if we put the investment into tanks we should get the reward. It is what eve in general is all about. Also I think AV grenades are basically on the same level as the TAC AR; an exploit. The small weakness of AV grenades is nullified by the use of LAVs; sneak up to tank when tank is hiding (or waiting for reps to come back, for example), lay down nanohives, then proceed to ~1500 dps (rough estimate) with packed proto nades.
Also, think of this from a serious point of view and not a video game point of view... tanks were designed to dominate infantry, at a high cost. AV users are still infantry, using HANDHELD WEAPONS. They really should prove to be a big challenge to tankers, instead of dominating them. I think its reasonable for a fully decced out solo proto forge gun fit to be an even match for a fully decced out basic tank.
Railguns are AV also, but are mounted on a turret. Why would they make such compromises to the size of the weapon when a forge gun (capable of being handheld) is just as effective? Why don't we have large scale forge guns mounted on our tanks?
In addition to this, having a little experience with tanks in general, I can say that this tank behaves like a heavy tank (not to be confused with heavy assault vehicle HAV). It is slow, massive and cumbersome, but it does not have the defense to back it up.
(Note: an M1 Abrams is a MBT, a main battle tank, which are derived from medium tanks used during WW2. It is not on the same level as a slow and heavy tank like the ones we have here)
Also, why would a single assault AV nader be able to destroy a fully fit tank? The tanker risks 850,000 just for a decent fit and can lose it very quickly (sluggish, difficult to maneuver in general). The assault doesnt have to make any sacrifices to his fit, can die 1 or 2 times yet can still make a decent profit and on top of that (with a nanohive and AV nades), severely wound or destroy a tank entirely.
People also dont like to consider how impossible it is to hit any decent anti vehicle user. They can use cover to become almost invincible, while we can only poorly do so.
A suggestion for the future is to have mobile infantry AV emplacements, moved by hand, that is basically a portable medium mounted AV turret. It could have a low profile (in shape), and protection for the user(s) from sniper fire. A respectable defensive AV tool.
Also I am going to say that I have been a succesful tanker (both shield and armor), since the day open beta started 3-1/2 months, so take from my info what you will. Also I have good experience tanking in "semi" sims like Red Orchestra Ostfront, and playing tank based games like WoT. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
59
|
Posted - 2013.06.17 00:46:00 -
[132] - Quote
Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". |
Eurydice Itzhak
Militaires Sans Jeux
76
|
Posted - 2013.06.17 03:31:00 -
[133] - Quote
Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit".
Packed Lai Dai do insane damage.
You are missing something here. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.17 05:23:00 -
[134] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish You can jump with the breach Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy Balanced lol its anything but A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret
Yes, yes. I know. The fearsome bunny hopping breach forge. Seriously, you need to stop making me laugh so hard. It's hard to type at times.
A heavy in an LAV I've seen. I do it to get from place to place because I can't run like a scout. At least I don't play murder taxi.
Shell drop is a constant. I see tankers landing shells on people all the time. Same with travel time. Forge does have scatter to their shots. I've experienced it. Times when the HAV, LAV, even an installation is filling a significant portion of my aim box and still, the shot goes high and to the side or hits the ground between the target and myself.
If you had a turret equivalent to the forge, you'd QQ about the way it shakes while it's charging/charged, then you'd QQ about it not being very accurate when you try to shoot infantry. You might also QQ about the time between shots and the max effective range of 300 meters.
What this finally comes down to is that neither one of us will change our minds so this conversation, that you've been treating like a personal affront to your ego, is at a stalemate. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.17 05:29:00 -
[135] - Quote
Eurydice Itzhak wrote:Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Packed Lai Dai do insane damage. You are missing something here.
AV grenade spam is deadly to pretty much any vehicle that gets within throw range. Especially if the tossers are near a supply depot or nano hives. This is one of the times when I do agree that this type of AV is too effective. |
Alpha 443-6732
G.R.A.V.E
7
|
Posted - 2013.06.18 02:35:00 -
[136] - Quote
Bump for life |
Eurydice Itzhak
Militaires Sans Jeux
80
|
Posted - 2013.06.18 03:09:00 -
[137] - Quote
CCP doesn't care Alpha, also it's always a weird feeling when I see someone from dustbros on here haha. |
EnglishSnake
Zumari Force Projection Caldari State
1299
|
Posted - 2013.06.18 10:54:00 -
[138] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish You can jump with the breach Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy Balanced lol its anything but A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret Yes, yes. I know. The fearsome bunny hopping breach forge. Seriously, you need to stop making me laugh so hard. It's hard to type at times. A heavy in an LAV I've seen. I do it to get from place to place because I can't run like a scout. At least I don't play murder taxi. Shell drop is a constant. I see tankers landing shells on people all the time. Same with travel time. Forge does have scatter to their shots. I've experienced it. Times when the HAV, LAV, even an installation is filling a significant portion of my aim box and still, the shot goes high and to the side or hits the ground between the target and myself. If you had a turret equivalent to the forge, you'd QQ about the way it shakes while it's charging/charged, then you'd QQ about it not being very accurate when you try to shoot infantry. You might also QQ about the time between shots and the max effective range of 300 meters. What this finally comes down to is that neither one of us will change our minds so this conversation, that you've been treating like a personal affront to your ego, is at a stalemate.
You said breach FG makes you immobile, immobile means you cannot move at all but you can jump when using the breach FG which is movement - That is a fact
Shell drop can be inconsistant, i can aim at someone and they not move and sometimes it misses, thats if the railgun doesnt misfire or even move slightly to the right after each shot
FG barely shakes, its accurate whenever ive used it
A stalemate lol ive took apart all of statements including the one with stats |
Mortedeamor
Internal Error. Negative-Feedback
75
|
Posted - 2013.06.18 11:16:00 -
[139] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tank have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced and hit a adv hav with adv av.....the need a slight buff... once tankers are given they'e proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm.. |
Charlotte O'Dell
Molon Labe. League of Infamy
533
|
Posted - 2013.06.18 12:30:00 -
[140] - Quote
Mortedeamor wrote:R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^
It's hard to say tanks are UP when we're missing more than half of them. |
|
iceyburnz
Crux Special Tasks Group Gallente Federation
794
|
Posted - 2013.06.18 12:48:00 -
[141] - Quote
I diagree with the OP vehicles are about balanced right now.
With the exception of free murdertaxi kills.
Other than that, I think the scissor/paper/stone anaolgy you rather artfully used is about right. |
R F Gyro
Krusual Covert Operators Minmatar Republic
369
|
Posted - 2013.06.18 18:40:00 -
[142] - Quote
Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them.
But when we get proto tanks this whole debate will just spring up again.
How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks? |
DeathwindRising
ROGUE SPADES EoN.
28
|
Posted - 2013.06.18 18:50:00 -
[143] - Quote
EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
Rock - Vehicles - Made to generally tank small arms fire and be fine from scissors
Paper - AV - Hurts Rock but is weak to scissors
Scissors - Infantry - Cuts a path through everything except rock
Problem is everyone hates each other and doesnt want to use paper to destroy rock and think they should be able to do it with scissors while rock thinks it should take a group of paper to kill it while paper wants to do it solo.
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.
Both sides get pissed off and think they are right and it becomes a **** throwing forum match and i have taken part in a fair few and nothing ever comes of it and it eventually gets lost in the forums and forgotten about.
The balance is one which will never truly happen but the only way to get it about right is if both sides can agree on a number of issues and for that to happen we need all the AV equipment which is going to be added and all the vehicles aswell but until that happens the next best step we can do is balance what we have and hopefully this thread can address a few issues and also solve a few too while hopefully adding some good ideas but expect bad ones aswell.
At this current time i have 14mil SP invested into vehicles, i have both sets of HAVs (excluding useless Enforcers), armor/shield DS, armor Logi DS and a Logi LAV but i have a tried out all vehicles and destroyed all vehicles with everything the game has to offer at one point or another through the varying builds and take part in all game modes including PC where basic vehicles go against proto AV.
I dont know it all but i know quite a bit and i know what pisses me off as vehicle pilot so if im slightly bias i can't help it but i try to be on the level with what i say and i try not to repeat myself but sometimes its needed because one thing can effect something else and so on until you come full circle.
Essentially dont turn this into a **** throwing thread, disagree yes but put why and in some detail and dont have posts like 'learn to fly' which are useless because in the end both sides dont get what they want and end up in a worse position from where they started from.
Its a long thread and there is no TLDR
i see no problem with 1 HAV annoying an entire team, but requiring a group to counter it. after all, i dont see battleship pilots in EVE getting solo'd by frigates with civilian guns. HAVs are the same thing, the back bone of the assault force |
DeathwindRising
ROGUE SPADES EoN.
28
|
Posted - 2013.06.18 18:58:00 -
[144] - Quote
[quote=EnglishSnake] 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. /quote]
HAV's dont have any countermeasures to av weapons like tanks do in real life. where are our smoke grenades, flares, and chaff? We need smoke to conceal ourselves from forge guns, chaff or flares to defend against swarm launchers. I'd even go so far as to make smoke grenades keep swarm launchers from locking onto vehicles concealed by smoke. |
DeathwindRising
ROGUE SPADES EoN.
28
|
Posted - 2013.06.18 19:27:00 -
[145] - 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 got hit with 3 Ex-11 av grenades for a lil over 13k damage. they cost 8k isk lol where my adv turret costs 200k isk. can i just open the hatch on my tank and throw av grenades out of it, and skip the turrets all together? |
Shijima Kuraimaru
WarRavens League of Infamy
222
|
Posted - 2013.06.18 21:42:00 -
[146] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish You can jump with the breach Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy Balanced lol its anything but A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret Yes, yes. I know. The fearsome bunny hopping breach forge. Seriously, you need to stop making me laugh so hard. It's hard to type at times. A heavy in an LAV I've seen. I do it to get from place to place because I can't run like a scout. At least I don't play murder taxi. Shell drop is a constant. I see tankers landing shells on people all the time. Same with travel time. Forge does have scatter to their shots. I've experienced it. Times when the HAV, LAV, even an installation is filling a significant portion of my aim box and still, the shot goes high and to the side or hits the ground between the target and myself. If you had a turret equivalent to the forge, you'd QQ about the way it shakes while it's charging/charged, then you'd QQ about it not being very accurate when you try to shoot infantry. You might also QQ about the time between shots and the max effective range of 300 meters. What this finally comes down to is that neither one of us will change our minds so this conversation, that you've been treating like a personal affront to your ego, is at a stalemate. You said breach FG makes you immobile, immobile means you cannot move at all but you can jump when using the breach FG which is movement - That is a fact Shell drop can be inconsistant, i can aim at someone and they not move and sometimes it misses, thats if the railgun doesnt misfire or even move slightly to the right after each shot FG barely shakes, its accurate whenever ive used it A stalemate lol ive took apart all of statements including the one with stats
You didn't take anything apart. You merely cherry picked points to intentionally misconstrue, misrepresent, and manipulate to make the veracity of your erroneous points appear more valid. If you'd had been better at concealing your attempted manipulations I'd recommend you for political office or religious ordainment. |
EnglishSnake
Zumari Force Projection Caldari State
1309
|
Posted - 2013.06.18 23:08:00 -
[147] - Quote
R F Gyro wrote:Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them. But when we get proto tanks this whole debate will just spring up again. How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks?
How many vehicle pilots are ther now who have 90% of ther SP into vehicles?
Its not many at all
I dont include ambush tankers either because they get stomped everytime in skirmish hence why they in ambush
Vehicles are an SP/ISK sink when compared with AV
AV is cheap and easy its why more players have adv/proto AV and they can skill it up along with ther suit and main weapon
Vehicles have been nerfed what 3-4 builds in a row while AV got buffs and now that the SP required has gone up by a large amount andyou dont see any new tankers to begin with and if anyone does see them in milita tanks or weak fits they are blown up by AV or a more experienced tanker
You see packs of AV players more than packs of tanks |
Alpha 443-6732
G.R.A.V.E
8
|
Posted - 2013.06.19 00:08:00 -
[148] - Quote
bump because yolo swaggins |
EnglishSnake
Zumari Force Projection Caldari State
1310
|
Posted - 2013.06.19 11:11:00 -
[149] - Quote
DeathwindRising wrote:EnglishSnake wrote: 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.
HAV's dont have any countermeasures to av weapons like tanks do in real life. where are our smoke grenades, flares, and chaff? We need smoke to conceal ourselves from forge guns, chaff or flares to defend against swarm launchers. I'd even go so far as to make smoke grenades keep swarm launchers from locking onto vehicles concealed by smoke.
Dropships defo need them so they can stay in the sky for longer than 30secs
FG i cant think of a countermeasure
Also tho would the countermeasure be included in the vehicle like the MCRU/infantry repper is for logi vehicles or would it be a module which takes up a slot
Vehicles also need rigs because that would free up slot for other modules so if countermeasure are modules then we can use rigs and free up the slots |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 15:43:00 -
[150] - Quote
Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong. |
|
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:02:00 -
[151] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them. The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. You don't understand that a round guy with a glowing blue ball is a more difficult target to hit than a damn tank. I don't think he's the one that's stupid.
Your use of grammar reminds me of pseudo-intellectual high school seniors trying to sound smart and informed. It's not working. |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:05:00 -
[152] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad. You didn't get the previous point. We're always trying to decide whether we want more damage output, or more defenses. You can get a heavy with an Ishukone forge, one damage mod, then two plates and two reppers. That's a better, sneakier alternative to a tank. |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:09:00 -
[153] - Quote
Shijima Kuraimaru wrote:, Higher accuracy, and able to OHK anyone in their sights makes it underpowered. You're missing that point, too. We one hit kill things with less than 1000 HP, because our rail turrets cause damage at over 1000 HP per shot. I don't see what your problem is with that. |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
92
|
Posted - 2013.06.19 16:11:00 -
[154] - Quote
Mortedeamor wrote:R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
what is this?
Sensible posts in a Tank thread? |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:11:00 -
[155] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned. You're the reason this is AR 514. Go home. You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC. So you want it to be Tank 514? I haven't seen any suggestions for an alternate balance, only calls for changes to make all AV useless. How pathetically easy it is to use swarms and AV grenades makes tanks useless. We're calling for balance between those. I don't care if they buff the forge guns at all, they're fine because they require aim. You don't need to aim AV grenades or swarm launchers.
Infantry gets two weapons that home in on vehicles, while vehicle users get remote modules that are difficult to use. Maybe we should get mass driver turrets instead, or something that launches fused locus grenades... |
Mortedeamor
Internal Error. Negative-Feedback
100
|
Posted - 2013.06.19 16:12:00 -
[156] - Quote
R F Gyro wrote:Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them. But when we get proto tanks this whole debate will just spring up again. How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks? your proto hav is gunna cost you somewhere between 2-8 million isk...my proto av rig costs me 500 k .....of course there will always be the people whining about tanks being op...and when proto tanks come out there will be thousands of scrubs crying because they cant solo one with adv gear...i on the other hand look forward to the day where i might actually need help to kill a tank |
Mortedeamor
Internal Error. Negative-Feedback
100
|
Posted - 2013.06.19 16:13:00 -
[157] - Quote
as a swarm av i can only compare the gallente vehicles vs av...and when using equal gear it is balanced |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:16:00 -
[158] - Quote
Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Have you ever been in a tank rolling through a map when two people start spamming Lai Dai AV grenades at you? If you've never experienced having > 6700 armor drop to zero in about 3 seconds, then your opinion simply doesn't count because you lack the experience of being destroying so quickly. |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:17:00 -
[159] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Packed Lai Dai do insane damage. You are missing something here. AV grenade spam is deadly to pretty much any vehicle that gets within throw range. Especially if the tossers are near a supply depot or nano hives. This is one of the times when I do agree that this type of AV is too effective. Finally something logical from you. |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 16:20:00 -
[160] - Quote
R F Gyro wrote:Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them. But when we get proto tanks this whole debate will just spring up again. How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks? Maybe you should use more than just the standard free anti-armor suit. Five missiles leaving a tube is more powerful than four. The DAU assault forge is better than the militia forge.
It's not hard to figure out. |
|
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 16:48:00 -
[161] - Quote
Mortedeamor wrote:R F Gyro wrote:Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them. But when we get proto tanks this whole debate will just spring up again. How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks? your proto hav is gunna cost you somewhere between 2-8 million isk...my proto av rig costs me 500 k .....of course there will always be the people whining about tanks being op...and when proto tanks come out there will be thousands of scrubs crying because they cant solo one with adv gear...i on the other hand look forward to the day where i might actually need help to kill a tank
My basic fit with a proto turret is 1.7mil
If i used an enforcer its 2.9mil maybe 3mil due to extra slot
Advanced i can see will push it to 5mil probs and proto getting close to 10mil ISK fully fitted while that proto AV fit is 500k
Not too mention that will be millions of SP needed to use proto vehicles
I will look forward to the day when dumb ass randoms cant dent it with milita AV and it takes at least a couple of proto guys to hurt it |
Spkr4theDead
Namtar Elite Gallente Federation
191
|
Posted - 2013.06.19 17:04:00 -
[162] - Quote
EnglishSnake wrote:Mortedeamor wrote:R F Gyro wrote:Charlotte O'Dell wrote:Mortedeamor wrote: actually it makes perfect sense that a master av can solo any tank atm...think about it....if you run into a sntd suit in dust..your ina proto suit..they're gun game may even be a bit better...but its just more likely your gunna scrub em up....its called proto stomping beating the crap out of people with lesser gear. tanks have no gear above stnd...ive seen the so called adv havs..and me asa proto av ive quesynced witha friend and hit a adv hav with adv av.....the need a slight buff... once tankers are given they're proto's it will most likely take a combo of heavy av and light av to control the field....caldari proto hav would not be soloable by 1 proto swarm..2-3 man av teams....balance
This^ It's hard to say tanks are UP when we're missing more than half of them. But when we get proto tanks this whole debate will just spring up again. How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks? your proto hav is gunna cost you somewhere between 2-8 million isk...my proto av rig costs me 500 k .....of course there will always be the people whining about tanks being op...and when proto tanks come out there will be thousands of scrubs crying because they cant solo one with adv gear...i on the other hand look forward to the day where i might actually need help to kill a tank My basic fit with a proto turret is 1.7mil If i used an enforcer its 2.9mil maybe 3mil due to extra slot Advanced i can see will push it to 5mil probs and proto getting close to 10mil ISK fully fitted while that proto AV fit is 500k Not too mention that will be millions of SP needed to use proto vehicles I will look forward to the day when dumb ass randoms cant dent it with milita AV and it takes at least a couple of proto guys to hurt it The tears that will be shed if we get real PRO tanks will be enough to make Niagara Falls look like a water slide in a family pool. |
R F Gyro
Krusual Covert Operators Minmatar Republic
369
|
Posted - 2013.06.19 19:06:00 -
[163] - Quote
EnglishSnake wrote: My basic fit with a proto turret is 1.7mil
If i used an enforcer its 2.9mil maybe 3mil due to extra slot
Advanced i can see will push it to 5mil probs and proto getting close to 10mil ISK fully fitted while that proto AV fit is 500k
Not too mention that will be millions of SP needed to use proto vehicles
I will look forward to the day when dumb ass randoms cant dent it with milita AV and it takes at least a couple of proto guys to hurt it
Don't balance on ISK alone. That approach breaks badly once everyone gets rich.
You are still one guy in your tank. Requiring two guys to take you out is not balanced.
Make a tank require 3 players to operate it; make it require 3 players to kill it. Make tanks cheaper and AV gear more expensive: 1.5m for a top-end fitted HAV, and 500K for a top-end fitted AV suit.
Now it requires 3 players in proto AV gear to have a reasonable chance of killing your proto tank, but no-one QQs because it is balanced. |
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 20:35:00 -
[164] - Quote
EnglishSnake wrote:R F Gyro wrote:
How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks?
How many vehicle pilots are ther now who have 90% of ther SP into vehicles? Its not many at all I dont include ambush tankers either because they get stomped everytime in skirmish hence why they in ambush Vehicles are an SP/ISK sink when compared with AV AV is cheap and easy its why more players have adv/proto AV and they can skill it up along with ther suit and main weapon Vehicles have been nerfed what 3-4 builds in a row while AV got buffs and now that the SP required has gone up by a large amount andyou dont see any new tankers to begin with and if anyone does see them in milita tanks or weak fits they are blown up by AV or a more experienced tanker You see packs of AV players more than packs of tanks
R F Gyro wrote:EnglishSnake wrote: My basic fit with a proto turret is 1.7mil
If i used an enforcer its 2.9mil maybe 3mil due to extra slot
Advanced i can see will push it to 5mil probs and proto getting close to 10mil ISK fully fitted while that proto AV fit is 500k
Not too mention that will be millions of SP needed to use proto vehicles
I will look forward to the day when dumb ass randoms cant dent it with milita AV and it takes at least a couple of proto guys to hurt it
Don't balance on ISK alone. That approach breaks badly once everyone gets rich. You are still one guy in your tank. Requiring two guys to take you out is not balanced. Make a tank require 3 players to operate it; make it require 3 players to kill it. Make tanks cheaper and AV gear more expensive: 1.5m for a top-end fitted HAV, and 500K for a top-end fitted AV suit. Now it requires 3 players in proto AV gear to have a reasonable chance of killing your proto tank, but no-one QQs because it is balanced.
Look above
You do not see packs of tanks roaming about, you see packs of AV runing around because it easy
Vehicle are a massive ISK and SP sink, if im not in a vehicle im generally a walking meatbag in which a gust of wind kills me
Having 3 ppl in a HAV means **** all because generally the 2 turrets are useless, the 3man AV group is still fighting the 1 person in that HAV because the 2 small turrets are useless even if they even sat in the damn thing, the HAV doesnt get stronger because its full up so 3v3 is really 3vs 1 anyways so it doesnt fly
Its all down to the driver, the driver has to put everything into a vehicle to make it good, he gives up everything and cannot be on foot without getting wasted, without the driver the HAV is nothing, its easier to go ground pounding and skill up AV as a side hobby
Compare that to an AV guy who can skill up and AV weapon along next to his main weapon while sticking to one suit
You say 3v1 isnt fair, im in a damn tank while they are walking meatbags when compared to it with weapons that are already stronger than my turret and can lock on fire and forget go around corners and pull 270s
If you want 3v3 then i want pilot suits to be worn by all my gunners and have mods which increases the tank/resistances/damage but until then its 3v1 all the way because the gunners do next to **** anyways |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:07:00 -
[165] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong.
Forge guns don't have lock on. That's SWARMS and AV grenades. I pop bad tankers regularly and sometimes I get a good tanker that makes a tactical mistake or just get's caught flat footed. But most of the time, good tankers manage to escape by leaving my field of fire or running for the red line denying them an area until I get run off by snipers, infantry support, or a rail gunner that can actually aim.
Then I notify the squad I'm in that I need support and snipers get hunted, infantry gets countered, and our own tanker, or other AV adds additional support. It's called playing tactically.
So perhaps I'm not doing so bad considering the only weapon skills I have actually put SP into is Forge and SMG. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:15:00 -
[166] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them. The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. You don't understand that a round guy with a glowing blue ball is a more difficult target to hit than a damn tank. I don't think he's the one that's stupid. Your use of grammar reminds me of pseudo-intellectual high school seniors trying to sound smart and informed. It's not working.
May be more difficult, but still OHK. I've lost many suits to rail tankers in a fire fight. Damage over time is a calculation based on statistical data of the equipment in question, not one's personal ability to hit the target.
As for my use of grammar, I am actually educated. If you don't like my utilization of the English vocabulary, that's not my problem.
Lastly, I never called him stupid. I simply stated that he seemed to have an issue with comprehension, or just a stubborn refusal, of basic statistical facts. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:23:00 -
[167] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad. You didn't get the previous point. We're always trying to decide whether we want more damage output, or more defenses. You can get a heavy with an Ishukone forge, one damage mod, then two plates and two reppers. That's a better, sneakier alternative to a tank.
Perhaps, minus the superior EHP, minus the speed, minus the unlimited ammunition, minus the superior resistance to small arms fire, minus the superior range (except for blaster turrets), minus the ability to kill infantry by running them over, etc.
Drawbacks for tanks? Bigger and easier to hit than infantry. Can get locked onto by SWARMS and AV Grenades. Cannot be god modded with both high resistance and high damage, must choose between one or the other or a middle ground.
Obviously I don't consider ISK cost or SP investment a factor. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:27:00 -
[168] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:, Higher accuracy, and able to OHK anyone in their sights makes it underpowered. You're missing that point, too. We one hit kill things with less than 1000 HP, because our rail turrets cause damage at over 1000 HP per shot. I don't see what your problem is with that.
I actually don't have a problem with that. It's just something a lot of the QQing tank jocks can't remember. Take me out with a rail turret I say "Good shot", go back out in another forge suit, and try again to get you before you, your snipers, and your infantry get me. But I don't do it alone. Alliance squads I'm in usually supply pretty good support for my efforts while I try to cover theirs. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:35:00 -
[169] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned. You're the reason this is AR 514. Go home. You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC. So you want it to be Tank 514? I haven't seen any suggestions for an alternate balance, only calls for changes to make all AV useless. How pathetically easy it is to use swarms and AV grenades makes tanks useless. We're calling for balance between those. I don't care if they buff the forge guns at all, they're fine because they require aim. You don't need to aim AV grenades or swarm launchers. Infantry gets two weapons that home in on vehicles, while vehicle users get remote modules that are difficult to use. Maybe we should get mass driver turrets instead, or something that launches fused locus grenades...
Well as a dedicated FG wielder... 99% of the time I'm not in range to use AV grenades. I don't use SWARMS. That's why my counter statements are focused on heavy w/forge performance. I've had experience with many things through beta, including rail tanks, until they announced the last SP respec in which I went dedicated Forge, because I like the challenge of going against armor. So if you don't have a problem with Forge Guns, then we have nothing to butt heads about. So see you on the battlefield. And if you manage to nail me down with your rail tank... GOOD SHOT SIR!!! |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:42:00 -
[170] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Packed Lai Dai do insane damage. You are missing something here. AV grenade spam is deadly to pretty much any vehicle that gets within throw range. Especially if the tossers are near a supply depot or nano hives. This is one of the times when I do agree that this type of AV is too effective. Finally something logical from you.
Just because I disagree with those who believe the Heavy with a Forge Gun is OP, doesn't mean I disagree that all AV is OP. If you've read my posts, you'll see that I never argued in favor of SWARMS on the basis that I don't use them. And my statement for AV grenades being to effective vs HAVs is based on my experience using those. AVG vs LAV is fine IMO. But I feel that they should be a deterrent to HAVs, not a solution unless the HAV is just going to sit there while AVGs rain down on them. Leave that to the Forge, SWARM, and maybe proximity mines. |
|
Gallente Mercenary 08551380
Intrepidus XI Omega Commission
2
|
Posted - 2013.06.20 00:21:00 -
[171] - Quote
Quote:Forge Guns - Stats - Comparison with Proto Railguns GÇó Breach FG - 2772 Damage, 277.2 Splash damage, 1.5m Blast radius, 6sec charge time GÇó Compressed particle cannon - 1798.7 Damage, 292.5 Splash damage, 2.5m splash radius, 2.2sec fire interval, 0.3 charge time GÇó Assault FG - 1663.2 Damage, 277.2 Splash damage, 3m Blast radius, 2.5sec charge time GÇó Particle cannon - 1438.9 Damage, 234 Splash damage, 2.5 Blast radius, 1.8sec fire interval, 0.3sec charge time
Add in skills that FG get a 25% reduction to charge time and 15% damage increase where as turrets get 15% damage also but nothing else, but the base value the FG are consistently stronger than the railguns all through from basic to proto and also fire faster with max skills when using the assault FG
Sorry to tell you that your stats are wrong But they're wrong. |
Alpha 443-6732
G.R.A.V.E
8
|
Posted - 2013.06.20 01:16:00 -
[172] - Quote
Truly, I think that forge guns are ok for the most part other than the assault being a tad too strong.
However, swarms and AV grenades are too easy to use, unavoidable for the most part, high damage, and low skill weapons.
The AV grenades should have half their damage taken away and have a slowing effect instead (25% engine power loss for 4 seconds, additional grenades remove power at an exponential rate and reset the timer)
e.g. bill has an LAV that is accelerating at 5 m/s/s with a top speed of 20 m/s. After 3 seconds, an AV grenade is thrown at him, making his speed (15(0.75)^1 = 11.25 m/s) and his acceleration rate (5(0.75)^1 = 3.75m/s/s ).
1 second later (11.25 + 3.75 = 15m/s) , he gets hit with another grenade, making his speed (15(0.75)^1 = 11.25 m/s) and his acceleration rate (5(0.75)^2 =2.81m/s/s).
1 second later (11.25 + 2.81 = 14.06 m/s), he gets hit with a final grenade making his speed (14.06(0.75)^1 = 10.46 m/s) and his acceleration rate (5(0.75)^3) = 2.11m/s/s)
and so on and so on. Although I think the slow effect would be balanced more around the 30-35% mark. |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.20 05:35:00 -
[173] - Quote
Shijima Kuraimaru wrote:Spkr4theDead wrote:Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong. Forge guns don't have lock on. That's SWARMS and AV grenades. I pop bad tankers regularly and sometimes I get a good tanker that makes a tactical mistake or just get's caught flat footed. But most of the time, good tankers manage to escape by leaving my field of fire or running for the red line denying them an area until I get run off by snipers, infantry support, or a rail gunner that can actually aim. Then I notify the squad I'm in that I need support and snipers get hunted, infantry gets countered, and our own tanker, or other AV adds additional support. It's called playing tactically. So perhaps I'm not doing so bad considering the only weapon skills I have actually put SP into is Forge and SMG. Thank you for telling me something I figured out a long time ago, why I've forgotten it until now.
The only AV I can respect is a forge gun because those require significant investment for the suit as well, plus they actually require aim to hit. You don't see me saying to nerf forge guns, because I respect the hell out of them. My beef is with AV grenades and swarm launchers. Never used swarms the previous build because they were too damn easy. |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.20 05:39:00 -
[174] - Quote
Shijima Kuraimaru wrote:
May be more difficult, but still OHK. I've lost many suits to rail tankers in a fire fight. Damage over time is a calculation based on statistical data of the equipment in question, not one's personal ability to hit the target.
As for my use of grammar, I am actually educated. If you don't like my utilization of the English vocabulary, that's not my problem.
Lastly, I never called him stupid. I simply stated that he seemed to have an issue with comprehension, or just a stubborn refusal, of basic statistical facts.
Lol with the quality of even an Ivy League education failing, that really just doesn't mean much. If you went to MIT, that's great. If Harvard, well, have fun paying back your loans. Not that you won't be able to, but we have enough lawyers in the world. More than enough, really. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.20 07:51:00 -
[175] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:
May be more difficult, but still OHK. I've lost many suits to rail tankers in a fire fight. Damage over time is a calculation based on statistical data of the equipment in question, not one's personal ability to hit the target.
As for my use of grammar, I am actually educated. If you don't like my utilization of the English vocabulary, that's not my problem.
Lastly, I never called him stupid. I simply stated that he seemed to have an issue with comprehension, or just a stubborn refusal, of basic statistical facts.
Lol with the quality of even an Ivy League education failing, that really just doesn't mean much. If you went to MIT, that's great. If Harvard, well, have fun paying back your loans. Not that you won't be able to, but we have enough lawyers in the world. More than enough, really.
Ick. Lawyers. I've actually spoken with a few that were more interested in their win/loss ratio, and wallet, rather than truth or justice. Foul parasites. They give a bad name to the whole lot of them. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.20 07:56:00 -
[176] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Spkr4theDead wrote:Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong. Forge guns don't have lock on. That's SWARMS and AV grenades. I pop bad tankers regularly and sometimes I get a good tanker that makes a tactical mistake or just get's caught flat footed. But most of the time, good tankers manage to escape by leaving my field of fire or running for the red line denying them an area until I get run off by snipers, infantry support, or a rail gunner that can actually aim. Then I notify the squad I'm in that I need support and snipers get hunted, infantry gets countered, and our own tanker, or other AV adds additional support. It's called playing tactically. So perhaps I'm not doing so bad considering the only weapon skills I have actually put SP into is Forge and SMG. Thank you for telling me something I figured out a long time ago, why I've forgotten it until now. The only AV I can respect is a forge gun because those require significant investment for the suit as well, plus they actually require aim to hit. You don't see me saying to nerf forge guns, because I respect the hell out of them. My beef is with AV grenades and swarm launchers. Never used swarms the previous build because they were too damn easy.
The first time I used SWARMS, I felt sort of let down. It just doesn't fit my play style. I still run AVGs to try to hard counter murder taxis. |
R F Gyro
Krusual Covert Operators Minmatar Republic
369
|
Posted - 2013.06.20 10:07:00 -
[177] - Quote
EnglishSnake wrote:Look above
You do not see packs of tanks roaming about, you see packs of AV runing around because it easy
Vehicle are a massive ISK and SP sink, if im not in a vehicle im generally a walking meatbag in which a gust of wind kills me
Having 3 ppl in a HAV means **** all because generally the 2 turrets are useless, the 3man AV group is still fighting the 1 person in that HAV because the 2 small turrets are useless even if they even sat in the damn thing, the HAV doesnt get stronger because its full up so 3v3 is really 3vs 1 anyways so it doesnt fly
Its all down to the driver, the driver has to put everything into a vehicle to make it good, he gives up everything and cannot be on foot without getting wasted, without the driver the HAV is nothing, its easier to go ground pounding and skill up AV as a side hobby
Compare that to an AV guy who can skill up and AV weapon along next to his main weapon while sticking to one suit
You say 3v1 isnt fair, im in a damn tank while they are walking meatbags when compared to it with weapons that are already stronger than my turret and can lock on fire and forget go around corners and pull 270s
If you want 3v3 then i want pilot suits to be worn by all my gunners and have mods which increases the tank/resistances/damage but until then its 3v1 all the way because the gunners do next to **** anyways
I'm not talking about packs of tanks. I'm talking about one tank with 3 people in it.
I understand that HAVs cost of lot of ISK and SP. I'd like to balance that more, so HAVs cost less, and AV costs more.
I understand that - right now - 2 of the players in a HAV are almost useless. I'd like to change that. I'd like small turrets on a HAV to be more effective. I want to separate the driver & main gun. I want the HAV to get significant defensive bonuses if the top turret is occupied.
I understand that it is all down to the driver at the moment. I'd like to change that, so the driver is just one part of a team that is operating the HAV.
I understand that one guy can be effective in AV at the moment. I'd like to change that so that it takes 3 people working together to take down a tank.
"I'm a tank" is not a valid game balance argument in my view.
I'm very happy with the idea of specialist suits for vehicle crew.
My core argument is very, very simple: if you ignore number of players when trying to balance HAVs vs AV, you will fail. |
EnglishSnake
Zumari Force Projection Caldari State
1318
|
Posted - 2013.06.20 12:13:00 -
[178] - Quote
R F Gyro wrote:EnglishSnake wrote:Look above
You do not see packs of tanks roaming about, you see packs of AV runing around because it easy
Vehicle are a massive ISK and SP sink, if im not in a vehicle im generally a walking meatbag in which a gust of wind kills me
Having 3 ppl in a HAV means **** all because generally the 2 turrets are useless, the 3man AV group is still fighting the 1 person in that HAV because the 2 small turrets are useless even if they even sat in the damn thing, the HAV doesnt get stronger because its full up so 3v3 is really 3vs 1 anyways so it doesnt fly
Its all down to the driver, the driver has to put everything into a vehicle to make it good, he gives up everything and cannot be on foot without getting wasted, without the driver the HAV is nothing, its easier to go ground pounding and skill up AV as a side hobby
Compare that to an AV guy who can skill up and AV weapon along next to his main weapon while sticking to one suit
You say 3v1 isnt fair, im in a damn tank while they are walking meatbags when compared to it with weapons that are already stronger than my turret and can lock on fire and forget go around corners and pull 270s
If you want 3v3 then i want pilot suits to be worn by all my gunners and have mods which increases the tank/resistances/damage but until then its 3v1 all the way because the gunners do next to **** anyways I'm not talking about packs of tanks. I'm talking about one tank with 3 people in it. I understand that HAVs cost of lot of ISK and SP. I'd like to balance that more, so HAVs cost less, and AV costs more. I understand that - right now - 2 of the players in a HAV are almost useless. I'd like to change that. I'd like small turrets on a HAV to be more effective. I want to separate the driver & main gun. I want the HAV to get significant defensive bonuses if the top turret is occupied. I understand that it is all down to the driver at the moment. I'd like to change that, so the driver is just one part of a team that is operating the HAV. I understand that one guy can be effective in AV at the moment. I'd like to change that so that it takes 3 people working together to take down a tank. "I'm a tank" is not a valid game balance argument in my view. I'm very happy with the idea of specialist suits for vehicle crew. My core argument is very, very simple: if you ignore number of players when trying to balance HAVs vs AV, you will fail.
With your own words
How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks?
You assume that everyone would run to tanks if it takes 3 ppl to take it down, considering it takes millions of SP to get a fully fitted HAV you can skill up AV in half the time instead and kill them
If you make a 4man HAV then should it take 4 AV to take it down? maybe even more AV because it gets defensive bonuses
You cant balance it with players when a 3man HAV is the same when its just the driver
The balance is currently 2-3 std to take down a std tank and it will continue to be this way until we get adv/proto vehicles and also some basic changes done
We need everything in before we can change what we have
|
Harry Hendersons
Royal Uhlans Amarr Empire
0
|
Posted - 2013.06.20 18:55:00 -
[179] - Quote
once proto tanks emerge the balance will be there |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.20 20:18:00 -
[180] - Quote
Harry Hendersons wrote:once proto tanks emerge the balance will be there I doubt they'll give us real PRO tanks, because everyone will complain that they're too hard to solo. |
|
R F Gyro
Krusual Covert Operators Minmatar Republic
376
|
Posted - 2013.06.21 17:04:00 -
[181] - Quote
EnglishSnake wrote: With your own words
How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks?
You assume that everyone would run to tanks if it takes 3 ppl to take it down, considering it takes millions of SP to get a fully fitted HAV you can skill up AV in half the time instead and kill them
If you make a 4man HAV then should it take 4 AV to take it down? maybe even more AV because it gets defensive bonuses
You cant balance it with players when a 3man HAV is the same when its just the driver
The balance is currently 2-3 std to take down a std tank and it will continue to be this way until we get adv/proto vehicles and also some basic changes done
We need everything in before we can change what we have
I don't think you've been reading my posts properly. My answer/response to all of that is already in this thread.
Anyway, good luck with this initiative. I really do think it is a good attempt to help CCP bring more balance to the game. My hope is that someone there is monitoring this thread and is able to see all the good ideas.
|
EnglishSnake
Zumari Force Projection Caldari State
1323
|
Posted - 2013.06.22 10:16:00 -
[182] - Quote
EDIT: Top small turret on the big gun should be independent from the big gun, so if the big turret moves left and the small turret is looking right the small turret doesnt move with the big gun like it currently does |
Purona
Militaires Sans Jeux
12
|
Posted - 2013.06.22 12:37:00 -
[183] - Quote
I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
|
Akurabis
Dark Force Katana General Tso's Alliance
7
|
Posted - 2013.06.22 13:42:00 -
[184] - Quote
Spkr4theDead 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. We don't have ADV tanks.
noob, you didn't even read his post. He's saying that the basic logi suits are cheaper than the basic med (non specialized) suits.
ERGO, the BASIC marauder being more expensive than the BASIC non-specialized madrugar is whack.
especially considering the 'glass cannon' is a glass cannon. |
EnglishSnake
Zumari Force Projection Caldari State
1326
|
Posted - 2013.06.22 15:21:00 -
[185] - Quote
Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules
Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better
As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless
I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L
If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.22 18:29:00 -
[186] - Quote
EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank
You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. |
EnglishSnake
Zumari Force Projection Caldari State
1328
|
Posted - 2013.06.22 22:17:00 -
[187] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV.
5 slot proto hulls are milita hulls
Basic are 7
Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh
9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
|
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 01:07:00 -
[188] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. 5 slot proto hulls are milita hulls Basic are 7 Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh 9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
While I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. |
Alpha 443-6732
G.R.A.V.E
8
|
Posted - 2013.06.23 02:58:00 -
[189] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. 5 slot proto hulls are milita hulls Basic are 7 Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh 9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful I stand corrected. However, while I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. I wish I had 8 slots. LOL
Keep in mind we only have HANDHELD av and weak proximity mines in here atm (not including other tanks and basic installations). Custom large installations and more av vehicles should be coming.
Also, this "rock paper scissors" thing is also flawed, because AV users are also infantry at the same time, not dedicated AV. Handheld AV should not directly counter heavy tanks and ruin its day. Dedicated AV emplacements, AV mines, etc should directly counter heavy tanks and ruin its day.
EDIT: Also, proximity mines need a large buff |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 08:56:00 -
[190] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:[quote=Purona]Basic are 7
Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh
9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
I stand corrected. However, while I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. I wish I had 8 slots. LOL Keep in mind we only have HANDHELD av and weak proximity mines in here atm (not including other tanks and basic installations). Custom large installations and more av vehicles should be coming. Also, this "rock paper scissors" thing is also flawed, because AV users are also infantry at the same time, not dedicated AV. Handheld AV should not directly counter heavy tanks and ruin its day. Dedicated AV emplacements, AV mines, etc should directly counter heavy tanks and ruin its day. EDIT: Also, proximity mines need a large buff
Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat. |
|
EnglishSnake
Zumari Force Projection Caldari State
1331
|
Posted - 2013.06.23 10:33:00 -
[191] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:[quote=Purona]Basic are 7
Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh
9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
I stand corrected. However, while I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. I wish I had 8 slots. LOL Keep in mind we only have HANDHELD av and weak proximity mines in here atm (not including other tanks and basic installations). Custom large installations and more av vehicles should be coming. Also, this "rock paper scissors" thing is also flawed, because AV users are also infantry at the same time, not dedicated AV. Handheld AV should not directly counter heavy tanks and ruin its day. Dedicated AV emplacements, AV mines, etc should directly counter heavy tanks and ruin its day. EDIT: Also, proximity mines need a large buff Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo. I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever
Heavy suit , duvolle in 1 slot swarms in the other
I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do
Always the same, infantry get everything vehicle users get nothing
We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 11:25:00 -
[192] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do
Tank and gank? You're obviously talking about assault suits.
I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. |
EnglishSnake
Zumari Force Projection Caldari State
1332
|
Posted - 2013.06.23 12:22:00 -
[193] - Quote
Shijima Kuraimaru wrote:Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do Tank and gank? You're obviously talking about assault suits. I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies.
But AV is a specialization is it not? some players go AV all day everyday and love wrecking vehicles
Same with AR tryhards and vehicle users
Why should vehicle users get ****** over yet again? why should AV have it so eazy?
In PC ther will be proto vehicles fighting each other with proto AV around also
In pub matches i dont care if the entire team only has milita AV against my 10mil ISK proto HAV, tough luck its a pub match you roll the dice and you get randoms its PC where it counts |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 21:13:00 -
[194] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do Tank and gank? You're obviously talking about assault suits. I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. But AV is a specialization is it not? some players go AV all day everyday and love wrecking vehicles Same with AR tryhards and vehicle users Why should vehicle users get ****** over yet again? why should AV have it so eazy? In PC ther will be proto vehicles fighting each other with proto AV around also In pub matches i dont care if the entire team only has milita AV against my 10mil ISK proto HAV, tough luck its a pub match you roll the dice and you get randoms its PC where it counts
Yeah, AV has it so easy. OHK buy front bumper of LAV, HAV tread, large Rail Turrets, and death in less than three seconds by large Blaster Turrets and large Missile Turrets.
And I'm sure it has been mentioned more than once, even by some of your fellow HAV jocks, that where Forge AV is concerned HAVs move five times faster than a heavy and have ten times the HP. Not to mention the infantry heavy being equally vulnerable to all battlefield threats where a HAV isn't.
Yes vehicles love killing infantry whether or not it's AV. So on the inverse, if you take your 10mil ISK vehicle into a pub match and it gets wrecked, tough luck. You roll the dice and take your risks.
Just remember that with all the weapons out there, the only threat to your beloved vehicles is Infantry AV and another HAV. That means that of all the weapons available, your HAV is vulnerable to less than 30% of them. Must be nice as the only two don't affect me are SWARM and AV Grenades. Not sure if proximity mines detonate on infantry. |
EnglishSnake
Zumari Force Projection Caldari State
1332
|
Posted - 2013.06.24 10:56:00 -
[195] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do Tank and gank? You're obviously talking about assault suits. I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. But AV is a specialization is it not? some players go AV all day everyday and love wrecking vehicles Same with AR tryhards and vehicle users Why should vehicle users get ****** over yet again? why should AV have it so eazy? In PC ther will be proto vehicles fighting each other with proto AV around also In pub matches i dont care if the entire team only has milita AV against my 10mil ISK proto HAV, tough luck its a pub match you roll the dice and you get randoms its PC where it counts Yeah, AV has it so easy. OHK buy front bumper of LAV, HAV tread, large Rail Turrets, and death in less than three seconds by large Blaster Turrets and large Missile Turrets. And I'm sure it has been mentioned more than once, even by some of your fellow HAV jocks, that where Forge AV is concerned HAVs move five times faster than a heavy and have ten times the HP. Not to mention the infantry heavy being equally vulnerable to all battlefield threats where a HAV isn't. Yes vehicles love killing infantry whether or not it's AV. So on the inverse, if you take your 10mil ISK vehicle into a pub match and it gets wrecked, tough luck. You roll the dice and take your risks. Just remember that with all the weapons out there, the only threat to your beloved vehicles is Infantry AV and another HAV. That means that of all the weapons available, your HAV is vulnerable to less than 30% of them. Must be nice as the only two don't affect me are SWARM and AV Grenades. Not sure if proximity mines detonate on infantry.
Its hard to run ppl over in a HAV, generally you push them around until they happen to get under your HAV then they get crushed, its easier with a LAV but i use a pimped out LLAV
Large rail turrets lol, need a direct hit because splash got nerfed to ****
Large blaster can be accurate but short range
Large missiles lolno they cant do **** to anything
In general like ive said all large installations shouldnt be auto shooting at anything unless someone is in it and chances are they are blown up anyways
HAVs only move faster when in a straight line, any kind of turning slows you right down and you catch anything its stops you dead pretty much not too mention we cant reverse as such unless we just hit reverse and try to guess our way through and enviromental damage wrecks a shield tank an armor not so much but its still enough
The only threat is AV and vehicles and installations and enviromental damage and concentrated small arms fire |
EnglishSnake
Zumari Force Projection Caldari State
1336
|
Posted - 2013.06.26 10:52:00 -
[196] - Quote
Its not dead yet |
Shijima Kuraimaru
WarRavens League of Infamy
232
|
Posted - 2013.06.27 00:31:00 -
[197] - Quote
Circular debate. Why repeat what's been said before. It was fun but now it's time to move on. |
EnglishSnake
Zumari Force Projection Caldari State
1341
|
Posted - 2013.06.27 10:01:00 -
[198] - Quote
EDIT: Vehicle recall - It is getting abused a little
Example - HAV getting whacked by an enemy, he jumps out and manages to recall it saving it
2 problems here for me
1. If the vehicle is getting whacked by an enemy and the enemy is causing damage you shouldnt be able to recall it till maybe 30secs after the last bit of damage - It stops players hopping out and instantly recalling it
2. If the vehicle is below 30% of its total HP it cannot be recalled - This gives the attacking AV or vehicle a chance to kill the vehicle and it stops johnny from nipping out and doing a 5sec button press to instantly recall it before its about to die
Now this would be ideal with squad lock and the ability to kick players out of vehicles because atm if someone is in your tank you cannot recall it or get rid of them or prevent them from entering your tank in the 1st place |
Purona
Militaires Sans Jeux
13
|
Posted - 2013.06.27 10:42:00 -
[199] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do Tank and gank? You're obviously talking about assault suits. I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. But AV is a specialization is it not? some players go AV all day everyday and love wrecking vehicles Same with AR tryhards and vehicle users Why should vehicle users get ****** over yet again? why should AV have it so eazy? In PC ther will be proto vehicles fighting each other with proto AV around also In pub matches i dont care if the entire team only has milita AV against my 10mil ISK proto HAV, tough luck its a pub match you roll the dice and you get randoms its PC where it counts Yeah, AV has it so easy. OHK buy front bumper of LAV, HAV tread, large Rail Turrets, and death in less than three seconds by large Blaster Turrets and large Missile Turrets. And I'm sure it has been mentioned more than once, even by some of your fellow HAV jocks, that where Forge AV is concerned HAVs move five times faster than a heavy and have ten times the HP. Not to mention the infantry heavy being equally vulnerable to all battlefield threats where a HAV isn't. Yes vehicles love killing infantry whether or not it's AV. So on the inverse, if you take your 10mil ISK vehicle into a pub match and it gets wrecked, tough luck. You roll the dice and take your risks. Just remember that with all the weapons out there, the only threat to your beloved vehicles is Infantry AV and another HAV. That means that of all the weapons available, your HAV is vulnerable to less than 30% of them. Must be nice as the only two don't affect me are SWARM and AV Grenades. Not sure if proximity mines detonate on infantry.
10 million isk vehicle
impossible |
EnglishSnake
Zumari Force Projection Caldari State
1345
|
Posted - 2013.06.27 11:10:00 -
[200] - Quote
No its possible
Basic 200k
Enforcer lol - 1.2mil
Advanced - 2.5mil or more
Proto - 5mil at least
1mil turret and mods can add another 2mil then pilot suit and mods also would crank it up
10mil is a high estimate but it could be |
|
Takahiro Kashuken
Red Star. EoN.
571
|
Posted - 2013.06.28 11:39:00 -
[201] - Quote
Back to the top |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:29:00 -
[202] - Quote
Bump - Come on CCP Blam wake up |
Medic 1879
Tritan's Onslaught RISE of LEGION
480
|
Posted - 2013.06.29 10:38:00 -
[203] - Quote
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? |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:52:00 -
[204] - 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
|
Takahiro Kashuken
Red Star. EoN.
587
|
Posted - 2013.07.03 11:12:00 -
[205] - 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 |
Spkr4theDead
Namtar Elite Gallente Federation
248
|
Posted - 2013.07.03 12:10:00 -
[206] - Quote
Shijima Kuraimaru wrote:[ You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. So how do you think those 9 slots would be filled, hm?
Gimme what you think both a decent armor and shield fit would be. |
Spkr4theDead
Namtar Elite Gallente Federation
248
|
Posted - 2013.07.03 12:16:00 -
[207] - Quote
EnglishSnake wrote:EDIT: Vehicle recall - It is getting abused a little
Example - HAV getting whacked by an enemy, he jumps out and manages to recall it saving it
2 problems here for me
1. If the vehicle is getting whacked by an enemy and the enemy is causing damage you shouldnt be able to recall it till maybe 30secs after the last bit of damage - It stops players hopping out and instantly recalling it
2. If the vehicle is below 30% of its total HP it cannot be recalled - This gives the attacking AV or vehicle a chance to kill the vehicle and it stops johnny from nipping out and doing a 5sec button press to instantly recall it before its about to die
Now this would be ideal with squad lock and the ability to kick players out of vehicles because atm if someone is in your tank you cannot recall it or get rid of them or prevent them from entering your tank in the 1st place Don't forget, like I said a few days ago, Johnny the Idiot firing a small turret at an installation before you're ready to engage it. |
Judge Rhadamanthus
Kapow Heavy Industries
204
|
Posted - 2013.07.03 12:21:00 -
[208] - Quote
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 |
Takahiro Kashuken
Red Star. EoN.
591
|
Posted - 2013.07.03 15:37:00 -
[209] - 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 |
steadyhand amarr
Royal Uhlans Amarr Empire
750
|
Posted - 2013.07.03 15:53:00 -
[210] - Quote
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 |
|
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? |
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 |
Takahiro Kashuken
Red Star. EoN.
599
|
Posted - 2013.07.04 16:59:00 -
[213] - Quote
Where is CCP Blam?
|
Takahiro Kashuken
Red Star. EoN.
600
|
Posted - 2013.07.05 11:17:00 -
[214] - Quote
Takahiro Kashuken wrote:Where is CCP Blam?
|
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 |
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 |
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 |
Arkena Wyrnspire
Turalyon Plus
1708
|
Posted - 2013.07.05 21:57:00 -
[218] - Quote
Bump for an excellent and intelligent thread. |
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?
|
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?
|
|
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?
|
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?
|
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
|
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? |
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. |
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 |
Takahiro Kashuken
Red STar. EoN.
629
|
Posted - 2013.07.09 11:05:00 -
[227] - Quote
Eurydice Itzhak wrote:Where is CCP Blam?
|
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. |
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?
|
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. |
|
Alpha 443-6732
Not Guilty EoN.
12
|
Posted - 2013.07.10 03:22:00 -
[231] - Quote
bump |
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?
|
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 |
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?
|
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?
|
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. |
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 |
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 |
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
|
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. |
|
Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.11 16:06:00 -
[241] - 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 |
Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.12 11:32:00 -
[242] - Quote
Takahiro Kashuken wrote:Where is CCP Blam?
[/quote]
Where is CCP Blam? [/quote]
|
Alpha 443-6732
Not Guilty EoN.
13
|
Posted - 2013.07.12 15:41:00 -
[243] - Quote
Takahiro Kashuken wrote: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
Agreed. Why do the Assaults get gear that is viable to bring into PC AND pubstomp, while dropships and tanks get the short end of the stick? Why shouldn't our top tier tanks be balanced with all the other top tier gear?
|
Alpha 443-6732
Not Guilty EoN.
13
|
Posted - 2013.07.12 15:42:00 -
[244] - Quote
Also, where the **** is CCP BLAM!? |
Takahiro Kashuken
Red Star. EoN.
653
|
Posted - 2013.07.13 11:41:00 -
[245] - Quote
Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
265
|
Posted - 2013.07.13 11:45:00 -
[246] - Quote
Like I said, I think he hates us for some people requesting that he do some hateful things, and get fired. |
EnglishSnake
Zumari Force Projection Caldari State
1404
|
Posted - 2013.07.13 12:33:00 -
[247] - Quote
Godin Thekiller wrote:Like I said, I think he hates us for some people requesting that he do some hateful things, and get fired.
Maybe he has been fired
Havnt heard from him for a long long time |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
268
|
Posted - 2013.07.13 12:41:00 -
[248] - Quote
Don't you think he would've said bye. I miss him |
CharCharOdell
Shining Flame Amarr Empire
472
|
Posted - 2013.07.13 14:35:00 -
[249] - Quote
Godin Thekiller wrote:Don't you think he would've said bye. I miss him
I don't. He screwed us. I want a different person for the vehicle team. |
EnglishSnake
Zumari Force Projection Caldari State
1405
|
Posted - 2013.07.13 19:13:00 -
[250] - Quote
Godin Thekiller wrote:Don't you think he would've said bye. I miss him
I dont think he said hello did he? |
|
Alpha 443-6732
Not Guilty EoN.
14
|
Posted - 2013.07.14 01:13:00 -
[251] - Quote
Live thread! Live!!! |
EnglishSnake
Zumari Force Projection Caldari State
1414
|
Posted - 2013.07.14 11:23:00 -
[252] - Quote
Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
289
|
Posted - 2013.07.14 11:26:00 -
[253] - Quote
That's just mean. |
Alpha 443-6732
Not Guilty EoN.
24
|
Posted - 2013.07.14 16:09:00 -
[254] - Quote
EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
Alpha 443-6732
Not Guilty EoN.
28
|
Posted - 2013.07.15 02:04:00 -
[255] - Quote
Alpha 443-6732 wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
EnglishSnake
Zumari Force Projection Caldari State
1437
|
Posted - 2013.07.15 10:47:00 -
[256] - Quote
Alpha 443-6732 wrote:Alpha 443-6732 wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
EnglishSnake
Zumari Force Projection Caldari State
1437
|
Posted - 2013.07.15 16:30:00 -
[257] - Quote
EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.16 09:00:00 -
[258] - Quote
EnglishSnake wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
Arkena Wyrnspire
Turalyon Plus
1993
|
Posted - 2013.07.16 09:01:00 -
[259] - Quote
Takahiro Kashuken wrote:EnglishSnake wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!? I'm not even a vehicle user and this failure of communication irritates me. |
Alpha 443-6732
Not Guilty EoN.
31
|
Posted - 2013.07.16 16:17:00 -
[260] - Quote
Takahiro Kashuken wrote:EnglishSnake wrote:EnglishSnake wrote:Takahiro Kashuken wrote:Alpha 443-6732 wrote:Also, where the **** is CCP BLAM!?
|
|
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2013.07.17 07:13:00 -
[261] - Quote
Nudge |
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.17 10:08:00 -
[262] - Quote
Wink |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
588
|
Posted - 2013.07.17 10:29:00 -
[263] - Quote
Nudge nudge wink wink . |
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.17 11:39:00 -
[264] - 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 -
[265] - Quote
Bump |
Takahiro Kashuken
Red Star. EoN.
695
|
Posted - 2013.07.18 10:28:00 -
[266] - Quote
Milita LAVs will now cost ISK - 1 down so many more to go |
EnglishSnake
Zumari Force Projection Caldari State
1441
|
Posted - 2013.07.19 13:03:00 -
[267] - Quote
Takahiro Kashuken wrote:Bump
|
Alpha 443-6732
Not Guilty EoN.
43
|
Posted - 2013.07.19 16:40:00 -
[268] - Quote
Oooo, I also heard 1.4 is going to be the vehicle update. |
EnglishSnake
Zumari Force Projection Caldari State
1443
|
Posted - 2013.07.20 14:25:00 -
[269] - Quote
If a fix happens, its the end of armor tanks
Shield may survive but the days of wanting tanks to support infantry will be well and truly over since basic AV can and does often deliever more damage than the rep can handle
2.5k rep is meh for armor since majority of AV hurts it more and does more damage to armor
AV nades will instantly take 3k off for basic nades, using Lai Dai that 6k+ gone
Swarms still broken will just go around your cover and still hit more than the rep can handle
Looks like FT rail tank sniping is the only way |
Takahiro Kashuken
Red Star. EoN.
708
|
Posted - 2013.07.23 10:29:00 -
[270] - Quote
CCP blam where are you? |
|
Bendtner92
Internal Error. Negative-Feedback
779
|
Posted - 2013.07.23 10:39:00 -
[271] - Quote
Takahiro Kashuken wrote:CCP blam where are you? Gone. |
Takahiro Kashuken
Red Star. EoN.
747
|
Posted - 2013.07.25 11:37:00 -
[272] - Quote
Bendtner92 wrote:Takahiro Kashuken wrote:CCP blam where are you? Gone.
Replaced with CCP Wolfman |
EnglishSnake
Zumari Force Projection Caldari State
1452
|
Posted - 2013.08.04 12:48:00 -
[273] - Quote
Takahiro Kashuken wrote:Bendtner92 wrote:Takahiro Kashuken wrote:CCP blam where are you? Gone. Replaced with CCP Wolfman
Where is CCP wolfman? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
|
Posted - 2013.08.04 14:17:00 -
[274] - Quote
EnglishSnake wrote:
Best solution to this is a Battlefield simulation room - this room would allow you use all weapons/vehicles and mods for testing purposes, kind of like what Planetside2 uses so you can get a feel for the latest weapons, also it could be doubled as a testing room to see how much damage a weapon does to something 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
Swarm launchers - They lock on fairly fast and you can generally bunny hop in front of your target and not get hit and still be able to launch GÇóThe lock on time should be increased , 2sec or so GÇóSwarms should not be able to turn 180deg on a sixpence, many a time in a LAV im driving towards to missiles then I swerve and the missiles just stop in the air turn around and hit GÇóInvisible missiles are back - we can't see where they are being fired from so we can't kill the SL guy GÇóLock on - Fire and forget it is really, no skill required, I would like to make it advanced/proto only and introduce other variants, such as a guided SL, you have to maintain lock for the missiles to hit, this would have a damage increase and also possibly a missile velocity increase, downside is if you lose lock the missiles are lost and if you regain lock it's too late due to missile velocity and lock on time. I would like to see a dumb fire variant but the problem is it would be like the very old SL where it was spammed against infantry more than vehicles and OHK all infantry like what happened in the 1st build
Forge Guns - Stats - Comparison with Proto Railguns GÇóBreach FG - 2772 Damage, 277.2 Splash damage, 1.5m Blast radius, 6sec charge time GÇóCompressed particle cannon - 1798.7 Damage, 292.5 Splash damage, 2.5m splash radius, 2.2sec fire interval, 0.3 charge time GÇóAssault FG - 1663.2 Damage, 277.2 Splash damage, 3m Blast radius, 2.5sec charge time GÇóParticle cannon - 1438.9 Damage, 234 Splash damage, 2.5 Blast radius, 1.8sec fire interval, 0.3sec charge time
Add in skills that FG get a 25% reduction to charge time and 15% damage increase where as turrets get 15% damage also but nothing else, but the base value the FG are consistently stronger than the railguns all through from basic to proto and also fire faster with max skills when using the assault FG
Problem is this is going against the basic vehicles, the basic armor tank I tend to see is about the 6700armor mark where as shield is at 5500 fitted out, going by this advanced tanks fitted out we would be seeing close to 8k armor and 6.8 shield and proto tanks reaching 10k and more which would then take these proto FG a clip or so to take out or even a couple of proto guys (argue over teamwork later) but these advanced and proto vehicles would be the most expensive things in the game in SP and ISK but the payoff is worth it for vehicle users.
Nerf milita? Lol what a fail scrub. Nerf the forge gun and the assault forge gun by a lot? Seriously? Do you know how hard it is to use the assault forge gun on any moving object. Infantry and vehicle. The tank can kill you in 2 hits but it takes a whole clip to kill a tank with a forge gun. Now you want to make it more clips? Wow. Pathetic. By the time the forge gunner gets 3 hits on the tank the red infantry will take him down..so yeah don't touch the forge gun just because you fail at this game. And I hope you know each level you get in the forge gun does a reduction in charge time. So since you probably didn't even know that tells me you don't use it and don't understand the draw backs the gun already has. So nerfing and lavs and milita gear to be useless is your idea of balance? The milita swarm launcher isn't to good. Actually the difference between basic ( standard ) and milita gear is that the milita variant has less ammo and rounds per clip and has higher fitting cost. So please your pretty numbers don't impress me. |
Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 14:29:00 -
[275] - Quote
Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
|
Posted - 2013.08.04 14:30:00 -
[276] - Quote
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 The thing about forge guns is the risk in using them. So it has to be powerful, tank vs forge gunner. Tank will win most of time. |
Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 14:34:00 -
[277] - 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 |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
|
Posted - 2013.08.04 14:41:00 -
[278] - Quote
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? |
DarthJT5
12th Shadow Legion
0
|
Posted - 2013.08.04 16:23:00 -
[279] - Quote
The arguement that an assault FG cant hold a charge and gives an advantage to the railgun tank is invalid. Ever seen somone hold a charge on a railgun? |
Takahiro Kashuken
Red Star. EoN.
804
|
Posted - 2013.08.05 11:49:00 -
[280] - 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 |
|
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
985
|
Posted - 2013.10.03 04:33:00 -
[281] - Quote
Weekly bump because this is important. ____________________
My list of most important threads: https://forums.dust514.com/default.aspx?g=posts&t=102975&find=unread
If you know of any topics you'd like to add please post them here! |
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 :: [one page] |