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Void Echo
Internal Error. Negative-Feedback
243
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Posted - 2013.06.20 23:28:00 -
[181] - Quote
but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. |
Scheneighnay McBob
Bojo's School of the Trades
1693
|
Posted - 2013.06.20 23:34:00 -
[182] - Quote
Void Echo wrote:but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. I never said 2 AVers should instantly kill the HAV- I'm saying they should eventually kill it before it kills them.
And again- >>>AVERAGE<<< tankers, dumbshit. If you're good and have a good fit, you're fine. The fact is, most HAVs I destroy are bad fits with bad drivers. |
Void Echo
Internal Error. Negative-Feedback
243
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Posted - 2013.06.20 23:37:00 -
[183] - Quote
Scheneighnay McBob wrote:Void Echo wrote:but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. I never said 2 AVers should instantly kill the HAV- I'm saying they should eventually kill it before it kills them. And again- >>>AVERAGE<<< tankers, im a dumbshit. If you're good and have a good fit, you're fine. The fact is, most HAVs I destroy are bad fits with bad drivers.
eventually yeah they should kill havs that are on the same level of gear but it should take 2 alone to do it within 10 seconds, 2 avrs are the minimum of what should be required. |
Scheneighnay McBob
Bojo's School of the Trades
1693
|
Posted - 2013.06.20 23:40:00 -
[184] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. I never said 2 AVers should instantly kill the HAV- I'm saying they should eventually kill it before it kills them. And again- >>>AVERAGE<<< tankers, im a dumbshit. If you're good and have a good fit, you're fine. The fact is, most HAVs I destroy are bad fits with bad drivers. eventually yeah they should kill havs that are on the same level of gear but it should take 2 alone to do it within 10 seconds, 2 avrs are the minimum of what should be required. Who said within 10 seconds? |
Void Echo
Internal Error. Negative-Feedback
244
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Posted - 2013.06.20 23:42:00 -
[185] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. I never said 2 AVers should instantly kill the HAV- I'm saying they should eventually kill it before it kills them. And again- >>>AVERAGE<<< tankers, im a dumbshit. If you're good and have a good fit, you're fine. The fact is, most HAVs I destroy are bad fits with bad drivers. eventually yeah they should kill havs that are on the same level of gear but it should take 2 alone to do it within 10 seconds, 2 avrs are the minimum of what should be required. Who said within 10 seconds?
nobody did, but that's the average time it takes a solo AVer to kill of an HAV so it needs to be addressed also. |
Scheneighnay McBob
Bojo's School of the Trades
1693
|
Posted - 2013.06.20 23:46:00 -
[186] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:but that's NOT taking into account the reliability of the tank drivers themselves, if im going against 2 av then I should be instantly killed according to you, but I KNOW how to drive tanks and I know how to deal with av therefore it should take at least a squad to take ME down. but it doesn't since I know how to drive and avoid being killed, I know tactics and use them therefore it should NOT be purely based on level of gear because the most idiotic tank driver will get the most powerful tank destroyed in an instant because he has no idea how to drive tanks while the most crapy fitted tank will survive most situations if the driver is an experienced driver that knows what hes doing. you see its not based on gear level alone, you HAVE to take into account the drivers personal skills. I never said 2 AVers should instantly kill the HAV- I'm saying they should eventually kill it before it kills them. And again- >>>AVERAGE<<< tankers, im a dumbshit. If you're good and have a good fit, you're fine. The fact is, most HAVs I destroy are bad fits with bad drivers. eventually yeah they should kill havs that are on the same level of gear but it should take 2 alone to do it within 10 seconds, 2 avrs are the minimum of what should be required. Who said within 10 seconds? nobody did, but that's the average time it takes a solo AVer to kill of an HAV so it needs to be addressed also. BAHAHAHAHAHAHAHAHAHAHAHA!
What game are you playing? |
Void Echo
Internal Error. Negative-Feedback
244
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Posted - 2013.06.20 23:50:00 -
[187] - Quote
[quote=Scheneighnay McBob
BAHAHAHAHAHAHAHAHAHAHAHA!
What game are you playing? [/quote]
iv seen countless havs get taken down within 10 seconds from a solo aver, iv seen it since chromosome and its continued to now, the weapon I see used 9/10 times are av grenades. |
Scheneighnay McBob
Bojo's School of the Trades
1694
|
Posted - 2013.06.20 23:52:00 -
[188] - Quote
Void Echo wrote:Scheneighnay McBob wrote:
BAHAHAHAHAHAHAHAHAHAHAHA!
What game are you playing?
iv seen countless havs get taken down within 10 seconds from a solo aver, iv seen it since chromosome and its continued to now, the weapon I see used 9/10 times are av grenades. The only time I've ever seen it are from the worst of the worst HAVs |
Void Echo
Internal Error. Negative-Feedback
244
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Posted - 2013.06.20 23:54:00 -
[189] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:
BAHAHAHAHAHAHAHAHAHAHAHA!
What game are you playing?
iv seen countless havs get taken down within 10 seconds from a solo aver, iv seen it since chromosome and its continued to now, the weapon I see used 9/10 times are av grenades. The only time I've ever seen it are from the worst of the worst HAVs
oh my... im actually defending the worthless tank drivers.....
still, 2 should be the minimum AVers required |
XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
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Posted - 2013.06.21 00:49:00 -
[190] - Quote
Far out, just leave everything the way it is.
Instead of coming to the forums requesting nerfing for every instance you lose in, why don't you just stop and think, "hmmm, this is a game where peoples strengths and skills are constantly changing, maybe I should just accept the fact that others are higher skilled and/or better players then me?"
I'm still running Somas and Sicas and let me tell you the world is a dangerous place for me. My skill tree is moderately advanced, (got most vehicle skills between 1-3). But at any moment I can die within seconds from a single skilled AV player. It doesn't bother me because that's my own fault for not reading the situation correctly. Also HAV survivability goes up increasingly quickly as you progress but for the longest time you will be hugely vulnerable to any number of threats.
If you care to read the HAV description it says they are especially vulnerable at close range, eg AV grenades, Forge guns. This is why you see a lot of tanks myself included "redline railing", not only does it play to their strengths but you can build a high dam version for that role. It's kind of a right of passage for HAV drivers, you don't get to drive around until you skill much higher otherwise you WILL die. So you can understand people being coy when they use a tank every game, got to balance the books.
You puny Infantry need to understand that the best way to take out a high level tank is with another high level tank. Having said that just because your rolling an ADV HAV doesn't make you invincible by any means. At the end of the day without the right driver its nothing.
By the way I hardly ever come up against Milita tanks any more, seems like 4 out 5 are bankrolling "Mads" & "Guns."
And No to removing driver from turret for all the reasons void mentioned. Why do you think the dropship is as good as **** on a bull right now? When was the last time someone killed anyone with a dropship gun? I've never seen it. Why? because it is hard enough getting people into your vehicle as it is. It is boring for them to sit on a gun that is out of range of anything for the whole match. I can't even get the guy on my LAV gun to shoot when needed and you want me to sacrifice the cost of a tank by relying on some noob to pull the trigger? |
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Scheneighnay McBob
Bojo's School of the Trades
1702
|
Posted - 2013.06.21 01:22:00 -
[191] - Quote
Btw void, why do you make a thread for discussion between AV and vehicle users if all you want is for HAVs to be godmode? |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
129
|
Posted - 2013.06.21 01:30:00 -
[192] - Quote
Void Echo wrote:As a tank driver, I am calling on ALL players that are AV specced and those that are Vehicle specced come together for once in a peaceful attempted to rationalize the balance situation between the 2 class types.
it is my hope that this thread will allow the 2 apposing class types to ley down their rivalries and come together to create an ideal system to fix the balance and create the best possible gameplay here, also an attempt to being together the 2 most hardened rivalries in dust 514 to a peaceful sense.
all through dust 514's history, AV and Vehicle players have constantly ripped and each others throats and demonized each other for speccing into the roles, this conflict has left a deep wound in dust's community and has created a giant gap between the player classes and as a result made the tank drivers the most hated group of vehicle players in the game.
I am calling for the 1st peaceful conversational thread for BOTH AV ANV VEHICLE PLAYERS ALIKE in order to finally bring the peace between the 2 and set an example for everyone that will ever play dust 514 that peace CAN be achieved for the GREATER GOOD OF THIS GAME.
AV players, I have respect for those of you that have specced into your roles be it swarms, forge, plasma cannon, flux grenade, av grenade, etc, etc, however its time for you to put an end to the constant fighting over "NERF VEHICLES AND BUFF AV WEAPONS" and the AV/Vehicle balance. so please, for once collaborate with the vehicle players in order to create the ideal balance.
Vehicle players, as one of you I understand our content with the AV players and balance issues, but WE MUST FORM TOGETHER WITH THE AVs and set aside our different points of view for the GOOD OF THE GAME. its time for us to se aside our differences as well and collaborate with the AV players to create the ideal balance both sides want in this game.
As a HAV driver I am calling for BOTH AV & VEHICLE players to join here and collaborate with each other to create the ideal balance that we ALL want in this game.
Set an example for future rivalries between the classes to see that we CAN rationalize and peacefully collaborate with each other's opposing views FOR THE GOOD OF THE GAME.
this aint gonna work... your words are pointless and useless, you will never stop my wrath. your basically saying to stop killing people.... wtf??
Av and tanks friends? you are a hippie, how bout i shoot people with peace symbols and cupids arrows? |
Void Echo
Internal Error. Negative-Feedback
246
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Posted - 2013.06.21 01:37:00 -
[193] - Quote
Scheneighnay McBob wrote:Btw void, why do you make a thread for discussion between AV and vehicle users if all you want is for HAVs to be godmode?
I thought about that recently today, at 1st I wanted to try and come to an understanding with your class type but seeing as how all you want to do if nerf tanks to uselessness, I pretty much just want this thread deleted. I tried but failed. |
Scheneighnay McBob
Bojo's School of the Trades
1704
|
Posted - 2013.06.21 01:47:00 -
[194] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Btw void, why do you make a thread for discussion between AV and vehicle users if all you want is for HAVs to be godmode? I thought about that recently today, at 1st I wanted to try and come to an understanding with your class type but seeing as how all you want to do if nerf tanks to uselessness, I pretty much just want this thread deleted. I tried but failed. Have you ever run AV?
And you're an idiot if you think everyone agrees HAVs need a buff |
Void Echo
Internal Error. Negative-Feedback
246
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Posted - 2013.06.21 01:49:00 -
[195] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Btw void, why do you make a thread for discussion between AV and vehicle users if all you want is for HAVs to be godmode? I thought about that recently today, at 1st I wanted to try and come to an understanding with your class type but seeing as how all you want to do if nerf tanks to uselessness, I pretty much just want this thread deleted. I tried but failed. Have you ever run AV? And you're an idiot if you think everyone agrees HAVs need a buff
yes I ran AV when uprising was implemented, and no I don't think everyone sees my point of view, I know there are people like you who want tanks to be removed from the game. but guess what, we are here and we are here to stay. |
Meeko Fent
Seituoda Taskforce Command Caldari State
83
|
Posted - 2013.06.21 02:02:00 -
[196] - Quote
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. This. This. This. This. This, Would Solve ALL our Arguments.
Except the Windari Logi Suit Problem. Change Them Bonuses! |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 02:06:00 -
[197] - Quote
Meeko Fent 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. This. This. This. This. This, Would Solve ALL our Arguments. Except the Windari Logi Suit Problem. Change Them Bonuses!
that wont solve anything except the infantry's problem, it would cause tanks to go extinct for a lack of usefulness.
look back somewhere in the thread and youl see my post explaining why this should never be implemented. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1196
|
Posted - 2013.06.21 02:50:00 -
[198] - Quote
First off a disclaimer, I have not read the entire thread so if I miss someones idea/suggestion which touches on this sorry and please link me the post so I can read up
In this build I have advanced Swarms, Advanced AV nades, Fluxes and a Militia Forge. In prior builds I've spend SP into HAVs up to Proto (the chassis, never got everything on it proto'ed) I've also flown a fair bit, tho I won't claim to have ever been all that great at it, I was always better at gunning than flying.
So that's my background, having provided the context I'll elaborate on where I find myself when it comes to AV in Uprising..
Most vehicles, even the dreaded and newly buffed "death taxi" are what I like to call pointatas. The Logi LAVs can hold their own against my STD swarms but unless they're staying in motion anything else/anything better tends to pop them. I have also encountered fewer than 10 HAVs this build (outside of PC matches) which could stand up to the focused AV attention of 1-2 Mercs... unless we include those sniping from hills deep in the redline. Note: The above assessment is not caused by encountering mostly militia HAVs, those are chewed up on average in less than 2 minutes by use of 1 STD swarm launcher sometimes requiring a resupply but frequently not.
For infantry that make use of the soft spots on vehicles the single greatest challenge is keeping the vehicle in range once it starts taking damage. Used on a soft spot 2-3 EXO AV nades will take out 80% or better of HAV fits deployed outside of PC battles. Which means one guy who gets close kills the HAV w/o support or reload.
There most certainly are fits that trump this and perform much better but they're not frequently seen. The most common situation is that effective LAVs run people over, effective HAVs snipe, and effective DS do strafing runs and are limited to only certain maps. in this case "effective" does not mean employing the tactics most useful to the team it means "not going boom within 3-5 minutes of deployment".
I don't have any current suggestions to offer but that's my overall experience. Vehicles are rather papery, except the few that can soak up abuse from 3+ infantry and keep going generally unphased. <--- And that is without use of any type of Proto AV.
0.02 ISK Cross
EDIT: Oh and secondary turrets on a HAV are more often than not useless even at Proto levels due to the huge disparity in range between the primary and secondary turrets. This is also generally true of the LAV where the weaknesses of the small turret make it on average more effective to run people over than to use a proto turret with gunner. |
Void Echo
Internal Error. Negative-Feedback
249
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Posted - 2013.06.21 02:53:00 -
[199] - Quote
Cross Atu wrote:First off a disclaimer, I have not read the entire thread so if I miss someones idea/suggestion which touches on this sorry and please link me the post so I can read up In this build I have advanced Swarms, Advanced AV nades, Fluxes and a Militia Forge. In prior builds I've spend SP into HAVs up to Proto (the chassis, never got everything on it proto'ed) I've also flown a fair bit, tho I won't claim to have ever been all that great at it, I was always better at gunning than flying. So that's my background, having provided the context I'll elaborate on where I find myself when it comes to AV in Uprising.. Most vehicles, even the dreaded and newly buffed "death taxi" are what I like to call pointatas. The Logi LAVs can hold their own against my STD swarms but unless they're staying in motion anything else/anything better tends to pop them. I have also encountered fewer than 10 HAVs this build (outside of PC matches) which could stand up to the focused AV attention of 1-2 Mercs... unless we include those sniping from hills deep in the redline. Note: The above assessment is not caused by encountering mostly militia HAVs, those are chewed up on average in less than 2 minutes by use of 1 STD swarm launcher sometimes requiring a resupply but frequently not. For infantry that make use of the soft spots on vehicles the single greatest challenge is keeping the vehicle in range once it starts taking damage. Used on a soft spot 2-3 EXO AV nades will take out 80% or better of HAV fits deployed outside of PC battles. Which means one guy who gets close kills the HAV w/o support or reload. There most certainly are fits that trump this and perform much better but they're not frequently seen. The most common situation is that effective LAVs run people over, effective HAVs snipe, and effective DS do strafing runs and are limited to only certain maps. in this case "effective" does not mean employing the tactics most useful to the team it means "not going boom within 3-5 minutes of deployment". I don't have any current suggestions to offer but that's my overall experience. Vehicles are rather papery, except the few that can soak up abuse from 3+ infantry and keep going generally unphased. <--- And that is without use of any type of Proto AV. 0.02 ISK Cross
so what is your point? |
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.21 03:00:00 -
[200] - Quote
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 |
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Charlotte O'Dell
Molon Labe. League of Infamy
557
|
Posted - 2013.06.21 05:01:00 -
[201] - 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
Molon Labe. League of Infamy
557
|
Posted - 2013.06.21 05:05:00 -
[202] - 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. |
Void Echo
Internal Error. Negative-Feedback
251
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Posted - 2013.06.21 05:09:00 -
[203] - Quote
how long did it take you too type that? |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
77
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Posted - 2013.06.21 05:27:00 -
[204] - Quote
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 |
Void Echo
Internal Error. Negative-Feedback
252
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Posted - 2013.06.21 05:40:00 -
[205] - Quote
does this really belong in feedback? |
WeapondigitX V7
Planetary Response Organization
14
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Posted - 2013.06.21 07:04:00 -
[206] - Quote
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 (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. That kind of power should be with proto 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 easily. |
Charlotte O'Dell
Molon Labe. League of Infamy
559
|
Posted - 2013.06.21 11:53:00 -
[207] - 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
Molon Labe. League of Infamy
559
|
Posted - 2013.06.21 11:57:00 -
[208] - 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. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
53
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Posted - 2013.06.21 15:00:00 -
[209] - Quote
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. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
131
|
Posted - 2013.06.21 15:35:00 -
[210] - Quote
As a Logi who has seen and supported both AV and Vehicles in a fight, other than the murdertaxi spamming there is a balance. Militia tanks can't stand up to advanced and proto AV, and proto tanks can absorb a lot of AV damage. I sympathise with my HAV buddies because it takes a large investment to get into something that given the situation is an unstopable killing machine or a balloon just waiting to be popped. This is where infantry support is so important for vehicles, especially and HAV. If an HAV can have at least a 5-1 killing ratio, then it's not a stretch to have 2 gunners, and 2 other support infantry devoted to keeping the HAV safe. On the other hand AV when specced into can be extremely effective, as it should be for a player who devotes SP into AV instead anti infantry. The battlefield has a balance now, it just all depends on team composition and how well everyone is willing to work together. The only exception being for dropships, but I suspect on a larger map they would be far more useful and practical. Now they simply serve as disposable elevators. |
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