|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
540
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.19 16:04:00 -
[1] - Quote
The issue is not having adv and pro tanks.
So, should a proto forge or swarm be able to solo a gunlogi or maddy - absolutely. the same way a proto ar with 3 dmage mods wrecks meta 1 shield modules.
however, scaled up, a proto tank will take 3 proto av to kill, the same as a gunlogi or maddy takes 3 std av to kill. this is good balance and giving us real good, expensive, worthwile death machines, is good. if it tanks any more than 3 or more proto av to kill proto tanks, then tanks are overpowered. any less, underpowered. we have the balance in the numbers, but more than half the vehicles are missing and av gear is all there.
my demands: give us adv and pro tanks while keeping av the same |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
540
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.19 16:07:00 -
[2] - Quote
Spkr4theDead wrote:Doc Noah wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank. In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514. Lol? Nobody has been spreading around Tank 514 or HAV 514. It's still AR 514. Why should one person be able to solo a tank?
Because even if tanks were potentially that powerful, youd still only have about 20 tankers who were good enough to make them worthwhile. look at tanks now. 95% of all tanks deployed are destroyed before the match ends. that 5% remaining are those A-list tankers that are prodigies at what they do, the same as there are legendary snipers (gem cutter) and forgers (cubs). It doesnt mean theyre OP- theyre just very, very good at what they do that it SEEMS unfair.
So, no, don't worry. 1 proto tank will take 3 proto av to kill the same as 3 std av to kill 1 std tank. and thats only if the tanker is one of the A-list tankers. everyone else is pretty terrible and will probably drive their tank into a wall of AV nades where having 10k EHP wont mean a thing when one man can deal 6500 damage in 3 seconds with AV nades. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
543
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.19 23:38:00 -
[3] - Quote
Scheneighnay McBob wrote:EnglishSnake wrote:Berserker007 wrote:Charlotte O'Dell wrote:The issue is not having adv and pro tanks.
So, should a proto forge or swarm be able to solo a gunlogi or maddy - absolutely. the same way a proto ar with 3 dmage mods wrecks meta 1 shield modules.
however, scaled up, a proto tank will take 3 proto av to kill, the same as a gunlogi or maddy takes 3 std av to kill. this is good balance and giving us real good, expensive, worthwile death machines, is good. if it tanks any more than 3 or more proto av to kill proto tanks, then tanks are overpowered. any less, underpowered. we have the balance in the numbers, but more than half the vehicles are missing and av gear is all there.
my demands: give us adv and pro tanks while keeping av the same wisdom in those words; as being on the AV side (and semi tank) side i couldn't agree. Only thing id "disagree" on is the amount of proto av vs proto tank of 3. Reason is since you compare 1 proto av to 3 basic; that mains 9 basic to 1 proto tank which is a bit to much; as thats over 50% of a team. I'd say 2 proto AV shoudl suffice against a proto tank; and 1-2 for an advanced tank. I'd also be interested in seeing what adv & proto tanks do; both stats and module wise. Why shouldnt it be half the team to take out a proto tank At this rate to get proto vehicles it will require millions of SP for just 1 type of proto vehicle not too mention the massive ISK sink Enforcers milita grade tanks cost 1.2mil per hull, proto fully fitted will prob be closer to 10mil while proto AV is generally 500k if that and basic AV being less than 20k Damn right it should be at least half of the team trying to pound on it if they all milita/basic AV scrubs The logic of an HAV needing 3 people of the same tier to destroy it is broken anyway- how many times are the 2 small turrets actually doing anything but farming assits?
Hm, I think I can live with it taking 2 skilled proto players to kill the average proto tanker. Of course, there are those guys who know tanks better than anyone and it'll take 3 or even 4, but that kind of skill is SO rare that it shouldnt be an issue. If it takes 2 fully specced AV guys to kill my proto tank, fine. I mean, honestly, the likelihood of an entire team of AV guys is pretty much 1 in 50. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
543
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.19 23:41:00 -
[4] - Quote
Berserker007 wrote:EnglishSnake wrote:
Never said i want it to be an i win button but its a tank it needs to be a tank espc at proto level which means it needs to stand up to proto at least but if im a pub match with a bunch of muppets and i bring out a proto tank and they only have milita/basic i will stomp on them most likely and my tank will survive and so it should, if they bring out proto then so be it
Pubs is pubs, random ppl in random matches and only way to balance is matchmaking or by basic/advanced/proto levels and also maybe soloplay and groups
But this is just 1 vehicle, the dropship is ****** right now and next to unusable anyways and that has a serious problem worse than the tank
Either way why should a give a **** CCP are adding a AA HAV for all the dropships which are plaguing the skies so much
Know you didnt say you wanted an i win button; but idk how long you've been playig; but back in E3/Codex days; the Sagaris & Suryas, they took 3+ people w/ AV to kill them, and even then it was just iffy if you'd get the kill. I understand tankers opinion more from my alt; but at same time, being AV im nervous people want to go back down that road, where 3-4 proto AV wouldn't kill a tank. Yes, i think 2-3 for a proto tank, pending on type and what is being used and setups is fine, but 3+ is to much. Either way, only CCP can really fix this and it isn't in buffing or nerfing AV or vehicles, its simply ad
Yes, 3+ for an average skilled tanker is ridiculous. 2 for an average tanker, and 3 (maybe 4) for the god-level tankers (we all know who they are bc you can count them with your digits) is fair, the same as you've got those guys who will go 42:0 with an AR (im thinking of James from Internal Error. lol) Is his gear overpowered- no. He is overpowered and the same goes for tanks. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
543
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.19 23:43:00 -
[5] - Quote
New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
544
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 00:20:00 -
[6] - Quote
Poplo Furuya wrote:Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. I suppose I wouldn't be popular if I resurfaced the prior discussion on solo tanks versus team tanks. Not popular with current tankers, never did have the core reason behind the idea properly addressed though. At all. I'll let it settle for this thread when it is, regardless of if I like the answer. For a 2-man tank, separated driver and gunner, 2 AV users to suppress, 4 to burst damage hard enough for a chance of destruction in the act of suppression. 3 on the hunt to have a moderate chance of seek and destroy, 4+ for good chance. Seek and destroy rendered impractical if it's among infantry support. If it's a solo tank 1 to suppress, 2 to burst damage hard enough for a decent chance of destruction if it doesn't rapidly break their fire. 2 on the hunt to have a very good chance at seek and destroy. Infantry support makes seek and destroy at least a 3 man job but still suffering reduced chances even with additional numbers. It's not one or the other, either. No reason they can't both exist.
Here's the funny thing about tanks with infantry: infantry make tanks OP; not the other way around. If all my infantry are engaging the enemy AV, then i can go ham. That being said, even if i have no infantry support, one std av should never be able to solo me. ever., but 2 or 3 firing in unison, then yeah, i'd say so. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
546
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 00:34:00 -
[7] - Quote
Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks.
What proto tanks? |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
550
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 00:47:00 -
[8] - Quote
Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers.
So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less? |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
552
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 07:18:00 -
[9] - Quote
undeadsoldier90 wrote:Void Echo wrote:undeadsoldier90 wrote:The problem..... proto av vs standard tank. Imbalance.
Balance? PROTO TANK vs PROTO AV issue resolved.
At least untill ccp gives us our proto tanks that are prob going to suck.
Proper proto tank
A LOT more cpu/pg
A LOT more ehp
2 slots one high and one low.
not to mention bonuses to that will have effect on which way the game turns. A full sqd of GOOD players geared up will have more of an effect than 6 tanks with proto blasters.
No team in their right mind would ever pull 6 proto tanks in a PC battle- which is where this game needs to be balanced around. Not scrub pubs. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
552
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 07:20:00 -
[10] - Quote
Berserker007 wrote:Charlotte O'Dell wrote:Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers. So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less? what AV level are the people using? as that is a big determinant. Personally, i say if is in regards to proto, then NO. 1 should suffice, b/c by being destroyed teaches the tanker something about knowing his abilities, his surroundings, and makes you a better player. Sometimes you need that one person on the other team to make you think twice about what you want to do
Well, of course, 1 adv or proto av can still solo a std tank, but a proto tank vs proto av, unless the tanker is really stupid or the AV guy is a god in his own right, it should not be soloing tank. |
|
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
552
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.20 07:22:00 -
[11] - Quote
Charlotte O'Dell wrote:Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers. So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
It seems a lot of tankers and AV, thus far, are saying that 2 std av vs 1 std tank is the right balance for a 95% kill rate averaged out over all encounters on all maps in all modes, if the players are average-skill.
Scaled up, that's 2:1, AV:TANK of same level for perfect balance. Anyone disagree? |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
557
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 05:01:00 -
[12] - Quote
Wow, this thread totally blew up. We were at like 4 pages last i checked.
Anyway, it seems to me that the balance for AV is being done like this:
Average skilled AV players with std swarms are mad when they can't kill some of the best tankers in the game (again, you have more fingers and toes than there are good tankers in dust) in your average pub matches. That is absolutely ridiculous.
The balance for AV needs to be done like this:
The best tankers in the game trying to survive against the best AV guys in the game, using standard gear, in a closed battlefield where only those 2 AV guys are can kill that tank bc of gear restrictions to other players. The rest of the players are purely infantry guys with no AV nades, swarms, forges, or other vehicles.
The reason it needs to be done like this, is so we know exactly what our gear is capable of in the hands of those who know how to use it.
As is, 95% of tankers, mostly the newer ones with less than 9 mil SP, are confined to redline sniping because they get killed by AV, as the AV was balanced around weak AV gear and players versus the best tankers in the game.
I don't think Void Echo wants tanks to be invincible, but he's balancing AV as himself against your average AV guy with standard swarms or forges. We can use him, or any other of the A-list tankers for this example, but I'm sorry to say that if the average AV wants to be able to kill us, it's going to take 4-6 guys with similar gear (STD) to do it.
Now, we'll change a variable here- the tanker, himself. We'll replace him with "SirTanksALot". He saw Void Echo go 35:0 in an ambush where nobody had any AV above mlt and they didn't use it, rather, shot him with an assault rifle. Sp, SirTanksALot thinks tanks are god mode, and puts all of his 4 mil SP into them, as he just got his respec. He takes his Gunlogi with a Neutron Blaster out for the first time and he blows up in 2 minutes because of a lack of experience. He now believes AV is OP because of his own lack of skill (XP, not SP)
The way AV is set up right now, it's impossible for new tankers to do anything other than redline snipe and be hated; though if he were good, he would be hated again because nobody can kill him without ADV or PRO AV. The only way the community is happy, is if he has a tank with no range and no HP- for the most part, anyway.
This is how we got where we are right now- tankers almost went extinct, and now, the only tankers left are the ones who were truly god mode back in chromosome, so that's all people see and complain about anymore. Also, the nerf to tank PG is what spawned the LLAV epidemic, as we had to adapt or die.
Anyhow, back to my original idea of testing AV, we, as the AV/Tank commuinity, need to agre of on how many AV of the same XP and SP it should take to destroy a tanker with the same level gear, XP, and SP.
Currently, I think we have a good balance, as it takes about 2 standard level geared and average skilled and experienced AV guys to take out a tanker of the same level gear, skill, and experience in any situation with about a 90% success rate once they close the distance to where their weapons are most effective. Scale up the skill of the tanker (as gear is the same, for pretty much every tanker), and that 2 AV turns into 4-6 because that tanker is a legend in New Eden. However, if the tanker stays the same (average joe level), and the AV is turned into ADV, it usually takes one to kill him with a 90% success rate. PRO is 98%, and a gastun's forge is 99.99%, easily. Keeping the same tank, and adding more AV of almost any level, the success rate becomes 99.99% almost all the time for the average joe tanker. Again, I'm making these numbers up, but keeping within what I think happens due to what I've seen most dumb tankers do.
A lot of less experienced AV argue that their STD swarms should be able to solo a Madrugar, but in fact, that's completely off. It should scare him away, which it does if the tanker is one of the smart ones (RARE). The best anti-tank weapon should be another tank 100% of the time. One man should never be able to do the job of an armored vehicle better than an armored vehicle without bringing a few friends.
If tanks were easier to survive in for most average tankers, tanks would be battling eachother more than the infantry (the A-list tankers love killing other tanks. Infantry just get in our way- nothing personal)
Now, some believe giving the AV:tank a 2:1 requirement using standard gear for average players with a 90% success rate would make Dust 514, WoT514, if we were given proto tanks, as having 2 proto AV guys in a battle is very rare, but I say nay! (*brohoof*) This could be solved by having 2 kinds of ambush battles:
ARMORED AMBUSH - tanks only! extremely high payouts, but only enough to cover the cost of one proto tank, so winner takes all. COMBINED ARMS AMBUSH - what we have now- low payouts still make tanking there very hard to do in the long run.
*Creating an infantry only ambush would make the combined arms ambush a thing of the past, as only AV guys would go there, only- making it impossible for them to profit in the long run.
So here is the great question: X(As):Y(Ts) = Z%
A = AV player s = standard gear, average experience, and 4 mil SP T = tank X = number of AV Y = number of tanks Z = number of engagements between AV and tanks that result in tank death within 1 minute
My proposal is 2(AV(:1(TANK) = 90%
Balancing this way allows new players to be successful, old players to stomp, and everyone to make money.
I'd also propose that we double the amount of ISK that killing a vehicle is worth so AV becomes more profitable after these changes, as creating this would result in a tank buff to get here.
Proposed tank buff to create this balance: give tanks back 25% PG bonus through engineering skill. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
557
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 05:05:00 -
[13] - Quote
padraic darby wrote:Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate. while the turret guys are getting all the wp i think not
Honestly, the only problem I have with this is that the battles are far too small. If we had 128 vs 128 player battles, tank crews would be viable, but it isn't possible, now.
I would like this to be done by stacking all the passive skills of every person in the tank together, so that a tank could have up to a 75% PG bonus, a 30% armor resistance bonus, etc, in exchange for requiring a crew of 3 to operate.
1 gunner, 1 driver, 1 commander.
I'd also like if requiring other people in the tank was optional. As in, having CREW tanks and SOLO tanks, with the CREW tank being more expensive because of its potential. Considering the amount of teamwork this would require, I'd say this is quite fair. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
559
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 11:53:00 -
[14] - Quote
XxGhazbaranxX wrote:As it stands I see them pretty balanced. Good tankers with good core skills can take a whopping with my proto forge gun and survive leaving me very angry and chasing them down only to die for me to die repeatedly in the process. I've attacked tanks that have been av'd and even then they did not die. these people are true tankers. The ones that tell you "look I don't have good suits but I can use a tank". A bad driver will have a bad tank. Another misconception is core skills. People forget these because they want to use a higher level tank, so they die to the wrath of my forge gun in their expensive tank.
Another thing is tactics. I see a lot of tanker just sit there and take hit after hit without moving and guess what they die. But it was a bad pilot. Same thing for anti vehicle. You can't expect to kill a good tank with militia swarms or basic av grenades. If you want to do this, then train up for it. As it stands I have forge gun v and spec III. I kill noobs and scare pros after 5 direct hits, after which they leave' rep and come back till I,m out of ammo effectively taking more than one person to kill. The only thing I see to make the situation better is to accept that if you want to be a tanker you have to dish out the sp for it and if you want to be an anti vehicle guy you have to dish out the so for it.
Max everything out and the difference will show. Be it av or using tankss
Not necessarily. Core skills for tanks are broken. I know this because I have 11.5 mil sp, but 4.89 mil is not used. The rest is spread among maddys, logis, and charys with barely enough investment in skills to use the best modules; I'm still extremely competitive. The core skills worked great in Chromosome and we need those back because there is no point spending an extra million SP for an extra 6% resistance or 10% shield recharge.
Bring back chromosome core skills for tanks! |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
559
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 11:57:00 -
[15] - Quote
WeapondigitX V7 wrote:A player with many proto AV weapons should be able to kill a standard tank (1 player in tank) with proto modules. Maybe 1 full proto player should not be able to kill a full proto tank though if the tank decides to retreat insantly (the tank itself being proto level). Just seems like certain tanks and vehicles are way too strong when certain mods are applied, because they can survive an ambush of a full proto squad (because they are able to retreat easily and not die if they choose to run instantly). That kind of power should be with proto level tanks.
I specced into proto AV grenades and have adv swarm launchers. What I have found is its impossible to solo a well built tank or dropship because they can get away from you way too fast and regenerate armor way too fast (high HP armor tanks and dropships). Even a squad of 6 with proto AV weapons cant kill a armor tank or armor dropship (with heavy armor repair mods) because the armor regeneration gives them enough HP to retreat out of range. To solve this a decreased armor regen rate for heavy armor repair modules would solve the problem.
I found remote explosives to be under performing against tanks with proto mods and LLAVs because they can both survive 3 RE's (even if detonated while REs are underneath the stationary tank or LLAV) if they have good defense modules and are set up well enough. Never tried proxy mines though.
Shield tanks seem to regenerate shields slower and but still seem to regenerate shields a bit too fast to allow 1 player with many proto AV weapons to kill them before they can retreat. Although a squad of 6 players with proto AV weapons can kill them.
You're telling me that 27000 DPS isn't enough to kill a tank? A proto forge or swarm with damage mods or adv AV grenades inflict around 4500 damage; and you say six guys can't kill a tank with 5-6.7k HP? Even with 50% resistance to explosives on shield tanks (with hardeners of course), that'd kill anything. You're awful at what you should do. Let the good AV players talk to the good tankers. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
577
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 23:22:00 -
[16] - Quote
Poplo Furuya wrote:Charlotte O'Dell wrote:WeapondigitX V7 wrote:A player with many proto AV weapons should be able to kill a standard tank (1 player in tank) with proto modules. Maybe 1 full proto player should not be able to kill a full proto tank though if the tank decides to retreat insantly (the tank itself being proto level). Just seems like certain tanks and vehicles are way too strong when certain mods are applied, because they can survive an ambush of a full proto squad (because they are able to retreat easily and not die if they choose to run instantly). That kind of power should be with proto level tanks.
I specced into proto AV grenades and have adv swarm launchers. What I have found is its impossible to solo a well built tank or dropship because they can get away from you way too fast and regenerate armor way too fast (high HP armor tanks and dropships). Even a squad of 6 with proto AV weapons cant kill a armor tank or armor dropship (with heavy armor repair mods) because the armor regeneration gives them enough HP to retreat out of range. To solve this a decreased armor regen rate for heavy armor repair modules would solve the problem.
I found remote explosives to be under performing against tanks with proto mods and LLAVs because they can both survive 3 RE's (even if detonated while REs are underneath the stationary tank or LLAV) if they have good defense modules and are set up well enough. Never tried proxy mines though.
Shield tanks seem to regenerate shields slower and but still seem to regenerate shields a bit too fast to allow 1 player with many proto AV weapons to kill them before they can retreat. Although a squad of 6 players with proto AV weapons can kill them. You're telling me that 27000 DPS isn't enough to kill a tank? A proto forge or swarm with damage mods or adv AV grenades inflict around 4500 damage; and you say six guys can't kill a tank with 5-6.7k HP? Even with 50% resistance to explosives on shield tanks (with hardeners of course), that'd kill anything. You're awful at what you should do. Let the good AV players talk to the good tankers. 27000 DPS, heh. Think there's a zero too many there. Killing 3 tanks a second... AV is good, just not quite that good. Wiyrkomi Swarm with stacked up dam mods on a high-slot suit might be at around 4500 damage a salvo versus armour. Don't have numbers to hand but sounds about right. Pretty crazy stuff. Ishukone Assault Forge Gun has a maximum possible damage bonus of 35% and I think 1660 base damage. So modified it'd be 2246 if my ment arithmetic is in order, 1.875 seconds between shots. It hits like a truck to the Swarm's bullet train but with the massive advantage of brilliant range and excellent delivery. I'd figure DPS comes close to 600 with reload factored in. DPS doesn't give a clear picture in this instance though. Best to think of it as being able to burst almost 9000 damage across 10 seconds within a 300m range. Performs more than adequately. Also remember that it limits you to a fatsuit. I'd say that's a drawback but one that can easily be worked with.
You clearly didn't read the whole post, because that is for 6 proto AV attacking one tank |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
578
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.21 23:28:00 -
[17] - Quote
I'll agree to having seperate roles within a "heavy tank" if CCP agrees to call what we have right now "light tanks", then gives us ADV and PRO versions, and makes the "heavy tanks" have a stacking bonus to every person in the tank, so It can be fit with a 75% PG upgrade accounted for, and double the base HP.
Here is my idea of a heavy tank when fully crewed by 3 people in full proto mode:
~6000 dps 20,000 EHP 30% passive resistance without modules on 30% repper/booster bonus without modules 50 pts/sec shield regen moves 20mph Cost: 10 million/chassis
That is the only way any tanker will ever agree to having separate duties within a tank, otherwise, no.
And to anyone who thinks tanks don't require teamwork: you're obviously not a tanker and have never encountered proto AV |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
588
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.23 09:39:00 -
[18] - Quote
demonkiller 12 wrote:This is a good thread and i will continue reading it but currently im still on page one.
I havent played Planetside 2 but i see these mini mech suit things i think theyre called MAX? Why dont we have something like that for AV players, give it like 1k base health and resistance vs large turrets and small weapons ( heavy handhelds would still do same damage ) give it like dual SMGs as an anti infantry counter so it would kind of be like a bigger heavy but extremely specialised into AV, give it ****** movement speed, like a heavy, but give it some sort of jump jet system so they can jump terrain and follow tanks/dropshis/lavs, give it faster lockon speeds and maybe let it change between missile types, the one thing i see people complaining about speccing AV is "WAAAA infantry will swamp me" this should really solve that problem while also give vehicle users a better chance as you can see this mini mech swarming you with missiles/forge guns jumping around the map.
Just an idea, id like some feedback on this in ways to nerf/buff this "mech"
no. only vehicle specialists can use mechs. that way theyll get nerfed. |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
592
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.24 01:57:00 -
[19] - Quote
demonkiller 12 wrote:Too many pages to read stopped at p5
IMO there should be tank variants for each level like with weapons
Miltia - Soma,Sica
Standard - Health tank, Speed tank, Damage tank
Advanced - Health tank, Speed tank, Damage tank
Prototype - Health tank, Speed tank, Damage tank Prototype - Black ops/other
Health tanks would get a 25% health buff Speed tanks would get a 25% speed buff Damage tanks would get a 25% damage buff
or something like: Health tanks would get a 25% health buff while also having a 15-25% speed and damage penalty Speed tanks would get a 25% speed buff while also having a 15-25% health and damage penalty Damage tanks would get a 25% damage buff while also having a 15-25% health and speed penalty
I like this, but I also want to add these models, for more depth.
Tigers: Damage +15%, HP +15%, acceleration -30% Wolfs: Damage +15%, Acceleration +15%, HP -30% Bears: HP +15%, Acceleration +15%, Damage -30% |
![Charlotte O'Dell Charlotte O'Dell](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Charlotte O'Dell
Molon Labe. League of Infamy
592
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.06.24 01:59:00 -
[20] - Quote
demonkiller 12 wrote:Charlotte O'Dell wrote:demonkiller 12 wrote:This is a good thread and i will continue reading it but currently im still on page one.
I havent played Planetside 2 but i see these mini mech suit things i think theyre called MAX? Why dont we have something like that for AV players, give it like 1k base health and resistance vs large turrets and small weapons ( heavy handhelds would still do same damage ) give it like dual SMGs as an anti infantry counter so it would kind of be like a bigger heavy but extremely specialised into AV, give it ****** movement speed, like a heavy, but give it some sort of jump jet system so they can jump terrain and follow tanks/dropshis/lavs, give it faster lockon speeds and maybe let it change between missile types, the one thing i see people complaining about speccing AV is "WAAAA infantry will swamp me" this should really solve that problem while also give vehicle users a better chance as you can see this mini mech swarming you with missiles/forge guns jumping around the map.
Just an idea, id like some feedback on this in ways to nerf/buff this "mech" no. only vehicle specialists can use mechs. that way theyll get nerfed. But its not really a mech so much as a exo suit, i dont see the problem with this? its suited to vs vehicles and not very effective vs infantry
No mechs for infantry. I want to see them nerfed. |
|
|
|
|