|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 00:58:00 -
[1] - Quote
Scheneighnay McBob wrote:Btw, why do plasma cannons do 110% against shields, 90% against armor? A dev even confirmed they're hybrid, which would mean 100% against both. Hybrid is a funny term it is around 100% against both but plasma weapons like AR's, Shotguns, Blasters, and the Plasma cannon do more to shields and rails(snipers,FG,Railguns) do 100% vs armor and shields but the 10% is nearly insignificant. |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 01:15:00 -
[2] - Quote
Royce Kronos wrote:I see a lot of arguments stemming from infantry using CQC AV nades against tanks. I wonder if answering these questions might help.
- Is it that tankers job to stay with a squad?
- Should infantry have the ability to take out straggling HAV's solo?
- Will they be bringing in Proto HAV's? Is the balance issue Pro AV vs. STD HAV's?
Just my .02.
Tanks in the game as IRL need to be difficult to kill in the open unless a well-planned attack is used 4 guys w/AV nades all 3 nades each or 2 with swarms or 1 or 2 with forge guns. In the city Tanks are weaker with more people who can attack close to the tank and fix the PG skill with vehicles
Rail Tanks Ideal combat Against Vehicles at any range and only against infantry if nessecary 100m or more Missile Tanks Good against infantry and armor vehicles good at ranges 50-150m Blaster Tanks best vs infantry decent vs tanks if suprising enemy range 75m or less
LAVs need to be OHK'ed against Packed AV nades and Swarms of Equal Level or FG of One level lower level or Std AV nades of two levels higher Lavs also need to take more damage from light arms like AR's, MD's, etc 33% instead of 10% Scout LAV's need a built in nitrous module LLAV's need a slower accleration and healing in a radius(for armor) and a shield bubble for shield ones which wouldn't heal shields but would use shields to protect those in the bubble but AV could take the bubble down
Dropships need twice the HP of a LAV of Equal Level
The Plasma Cannon need divided into Anti-Armor more direct damage and Anti-Infantry more splash damage and area of effect and the ones we have now
AV nades need do this damage to vehicles
AV nades STD 600 hp ADV 750 hp PRO 850 hp
Packed AV nades STD 700 hp ADV 950 hp PRO 1100 hp
Sleek AV nades lower PG/CPU requirements STD 400 hp ADV 500 hp PRO 600 hp
LAV's MLT/Scout LAV's 900 base ehp STD 1200 base ehp enough PG to increase this by 500 hp or use hardeners instead ADV/LLAVs 1500 base ehp enough PG to increase this by 600 hp or use hardeners instead PRO1800 base ehp enough PG to increase this by 750 hp or use hardeners instead
HAV's starting PG on tanks is fine fo now but make the PG skill 5% per level MLT 2500 base Ehp -10% PG of STD tank STD 3000 base Ehp ADV 3500 base Ehp +10%PG of STD tank PRO 4000 base Ehp +25% PG of STD tank
I'll Add more numbers later or as requested |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 01:19:00 -
[3] - Quote
hgghyujh wrote:frankly as an ex av guy I want vehicles to be more powerful so I have a role on the battle field and I think you will find most dedicated AV guys actually agree, its all the infantry that get but hurt because they can't lone wolf your tank with a few grenades Me two as a Tanker and AV dude so my swarms and my madrugar get useful Tank V Tank battles seem awesome or ambushes on tanks instead of a lone wolf with a FG three hit killing me before my second hardener can come on. |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 01:21:00 -
[4] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote: you do realize new eden is on the other side of the universe 20000 years from now right? I'm talking about the basic concept- hold the enemy's attention, while your allies can move in for the real damage that would kill off the real tanks from the game also. I agree 1 tank and the SP and ISK the tank requires sould equal a squad of AVers |
Colonel Killar
DUST CORE DARKSTAR ARMY
5
|
Posted - 2013.06.19 01:59:00 -
[5] - Quote
hgghyujh wrote:HAVs need to be powerful enough that they are frequently on the field that way dedicated AV has a reason to be.
anemic vehicles lead to dedicated AV being pointless so then you have to further nerf vehicle because there is no one to fight them and then vehicles are completely pointless because they become what they are now, where any idiot can take out the best tank you can get with max skills with one level in any AV weapon, or where half a team just shoots what they have and the tank has to run scared from infantry fire.
t HAV's need to make the enemies work together and concentrate fire and spec into AV |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 17:08:00 -
[6] - Quote
Chankk Saotome wrote:Colonel Killar wrote:LAV stuff I agree on AV vs militia LAVs but not so much vs the Scout and Logi. Also, PG is okay but honestly could use with some bonuses from skills rather than modules. You act as if LLAV drivers only use their PG to boost their survivability. We don't, not all of us anyway, because we're not all running Carmageddon games. I use my PG to fascilitate loading up a CRU and Scanner... and there's no possibility of having an armor rep on there which is a HUGE detriment. It means I'm forced to use a vehicle spec rep gun rather than general or infantry specific rep tool when I'm gonna be driving my team anywhere, and it's still a joke trying to repair my vehicle. I'm better off recalling it and requesting a new one on the field at a later point. The numbers you suggest actually imply a PG nerf which is definitely not needed by any LAV in any situation. As for lowering armor HP to balance E-HP, this just seems like nonsense to me personally, particularly when armor takes massive damage from AV weaponry in comparison to shields. You're basically trying to kill off armor LAV tanking all together with the numbers you've suggested since it would mean someone with 400k SP and 3k isk in grenades could wipe out my 1.7mil SP and 250k isk LLAV solo in just 2-3 nades. Not even well tossed nades.
Must of screwed up typing my math, I mean to make PG how it was back in Chromosome 5% per level of Vehicle Engineering skill and make the CRU skill reduce PG, not CPU.
LAV's in my mind (with the LLAV exception are light armored vehicles for transporting afew people fast)
LLAV's need to be able to rep infantry (make it similar to a triage Nanohive screw locking on)
Shield LAV's need less shields don't change Armor b/c their low slots can be used for PG and CPU upgrades or keep LLAV HP the same and reduce resistance but make it so resistance mods can be used
Where do my numbers support a PG nerf (quote me I'll fix that part I perfer not looking like a fool)?
Reducing armor is not and will never be what I mean, I meant to reduce shields and armor to these numbers
LAV's adjustments (Normal LAV's) Oinikuma 600 shields 300 armor same PG Baloch 200 shields 750 armor same PG Saga Don't change Methana Small PG boost +25PG Charbrydis no bonus to Damage Resistance but +50PG Limbus no bonus to damage resistance but +100PG Shield Scout LAV needs Nitrous module built-in Armor Scout LAV needs Nitrous module built-in |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 17:11:00 -
[7] - Quote
Captain Africa Clone1 wrote:Srry I didnt read the whole thread , my 2 cents (and its easy ) add another slot for nades. So medium suit can carry anti personnel and anti vehicle grenades.
That in itself should make the playing field more balanced . The problem comes when you have to split your squad to take down tanks with their av fits ....
Also make the top end av grenades more accessible by lowering their CPU & PG need . Its very difficult to bounce a nade of a tank without getting your head blown off and in the open almost impossible.
So all in all I think this might work from a infantry perspective ..... Maybe at the cost of a sidearm |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 17:13:00 -
[8] - Quote
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. Because I've wasted too much time on my own posts on LAV's I'll only say that I agree and not go on in a long dissertation. |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 19:13:00 -
[9] - 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? That depends if the tanker has two competent people in their squad they can get plenty of use from the small turrets
Also Rail tanks (and to a lesser degree missile tanks) are meant to fight tanks and installations reducing the need for AV |
|
|
|