Pages: 1 2 3 4 5 6 7 [8] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Meeko Fent
Seituoda Taskforce Command Caldari State
87
|
Posted - 2013.06.21 17:29:00 -
[211] - Quote
Void Echo wrote: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. So, you think that a Single Man can Cough up the Costs of Continued HAV Usage, Besides the Militia Model?
What are You Smoking?
Everything Else in this game is wired toward Teamplay.
You want to attack that Objective? Get a Bud. You Want to Kill that Heavy? Get a Bud. You want to Defend that Objective? Get a Bud. You Want to Be a Heavy? Get a Logi-Bro Bud You want to Hack that Objective Back, So it Doesn't go Red? Might as well Get 2 Buds, cause those Sumbitches Take FOREVER to Hack
The Only Thing in this Game that you Don't have to Play as a Team to Get Good Results is a HAV, and I Know this, Cause I've Played HAV a bit, and you don't Need ANYONE else to Wreck the enemy Team Once you Get the Hang of Driving a HAV.
Both The AVs and the HAV Drivers Need to Be Teamplay.
HAVs need Some Buds to It can Move and shoot and Do the Things it was Meant to Do. You Don't See LAVs Driving Around and Shooting With No Gunner! Why Should the Only Other Ground Vehicle Be able to Shut down an Objective Solo?
Someone Suggested This a While Back, and everyone Agreed it was a Good Idea, but it was never instituted.
This Way It Makes a Variety if Roles available to the Game. Right Know there is Only...
Assault Logi Heavy Tanker Murder Taxi Driver Sniper AV Derpship Pilot
This Idea Might Make it So you Can Drive a Tank With your Bud without Having The AV Guys Whine for Nerfs Since they Need Teams Of Guys to Kill a Single Person in a HAV
It Might Expand the Roles to...
Assault Logi Heavy Murder Taxi Driver Sniper AV Tank Driver Tank Main Gunner Coaxial MG Gunner Derpship Pilot
Just a Note. |
padraic darby
planetary tactical enforcement
3
|
Posted - 2013.06.21 17:48:00 -
[212] - Quote
Tallen Ellecon wrote: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.
there are no proto or adv tanks
madruger and gunlogi are std
soma and sici are milita
and dropships will have a use when we get larger maps |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
54
|
Posted - 2013.06.21 18:59:00 -
[213] - Quote
Meeko Fent wrote:Void Echo wrote: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. So, you think that a Single Man can Cough up the Costs of Continued HAV Usage, Besides the Militia Model? What are You Smoking? Everything Else in this game is wired toward Teamplay. You want to attack that Objective? Get a Bud. You Want to Kill that Heavy? Get a Bud. You want to Defend that Objective? Get a Bud. You Want to Be a Heavy? Get a Logi-Bro Bud You want to Hack that Objective Back, So it Doesn't go Red? Might as well Get 2 Buds, cause those Sumbitches Take FOREVER to Hack The Only Thing in this Game that you Don't have to Play as a Team to Get Good Results is a HAV, and I Know this, Cause I've Played HAV a bit, and you don't Need ANYONE else to Wreck the enemy Team Once you Get the Hang of Driving a HAV. Both The AVs and the HAV Drivers Need to Be Teamplay. HAVs need Some Buds to It can Move and shoot and Do the Things it was Meant to Do. You Don't See LAVs Driving Around and Shooting With No Gunner! Why Should the Only Other Ground Vehicle Be able to Shut down an Objective Solo? Someone Suggested This a While Back, and everyone Agreed it was a Good Idea, but it was never instituted. This Way It Makes a Variety if Roles available to the Game. Right Know there is Only... Assault Logi Heavy Tanker Murder Taxi Driver Sniper AV Derpship Pilot This Idea Might Make it So you Can Drive a Tank With your Bud without Having The AV Guys Whine for Nerfs Since they Need Teams Of Guys to Kill a Single Person in a HAV It Might Expand the Roles to... Assault Logi Heavy Murder Taxi Driver Sniper AV Tank Driver Tank Main Gunner Coaxial MG Gunner Derpship Pilot Just a Note. Seems a pretty ideal way to solve the fundamental problem.
Light tanks remain as a solo vehicle akin to what we have now, are threatened by continued fire from a single equivalent AV spec, have to keep wary. Likely take over artillery roles when the tech's there.
Heavier tanks have dedicated driver and dedicated gunners, as it requires more manpower to operate it gets beefed up accordingly, requiring several AV specs to keep at bay or destroy. Excellent at rolling into the thick of it with allied troops, it keeps the enemy's head down for 'em to move in, they help in smacking down AV.
Infantry and tanks should really strive for that kind of symbiotic relationship. If the vehicle game and the infantry game aren't intertwined that is a serious problem. We'll start seeing it more when a match type features proper attacker versus defender play, when there's a focused defence to either make a push on or to hold.
Expect heavy resistance to the proposal though. In spite of a solo light tank keeping the current playstyle alive there is apparently something abhorrent about the very idea of such a teamwork-oriented vehicle existing. The driver not getting kills and positive K/D is apparently a big deal, who knew? |
Scheneighnay McBob
Bojo's School of the Trades
1720
|
Posted - 2013.06.21 19:08:00 -
[214] - Quote
Scout LAV feedback https://forums.dust514.com/default.aspx?g=posts&t=88856&find=unread |
Meeko Fent
Seituoda Taskforce Command Caldari State
88
|
Posted - 2013.06.21 19:56:00 -
[215] - Quote
Poplo Furuya wrote:Meeko Fent wrote:Void Echo wrote: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. So, you think that a Single Man can Cough up the Costs of Continued HAV Usage, Besides the Militia Model? What are You Smoking? Everything Else in this game is wired toward Teamplay. You want to attack that Objective? Get a Bud. You Want to Kill that Heavy? Get a Bud. You want to Defend that Objective? Get a Bud. You Want to Be a Heavy? Get a Logi-Bro Bud You want to Hack that Objective Back, So it Doesn't go Red? Might as well Get 2 Buds, cause those Sumbitches Take FOREVER to Hack The Only Thing in this Game that you Don't have to Play as a Team to Get Good Results is a HAV, and I Know this, Cause I've Played HAV a bit, and you don't Need ANYONE else to Wreck the enemy Team Once you Get the Hang of Driving a HAV. Both The AVs and the HAV Drivers Need to Be Teamplay. HAVs need Some Buds to It can Move and shoot and Do the Things it was Meant to Do. You Don't See LAVs Driving Around and Shooting With No Gunner! Why Should the Only Other Ground Vehicle Be able to Shut down an Objective Solo? Someone Suggested This a While Back, and everyone Agreed it was a Good Idea, but it was never instituted. This Way It Makes a Variety if Roles available to the Game. Right Know there is Only... Assault Logi Heavy Tanker Murder Taxi Driver Sniper AV Derpship Pilot This Idea Might Make it So you Can Drive a Tank With your Bud without Having The AV Guys Whine for Nerfs Since they Need Teams Of Guys to Kill a Single Person in a HAV It Might Expand the Roles to... Assault Logi Heavy Murder Taxi Driver Sniper AV Tank Driver Tank Main Gunner Coaxial MG Gunner Derpship Pilot Just a Note. Seems a pretty ideal way to solve the fundamental problem. Light tanks remain as a solo vehicle akin to what we have now, are threatened by continued fire from a single equivalent AV spec, have to keep wary. Likely take over artillery roles when the tech's there. Heavier tanks have dedicated driver and dedicated gunners, as it requires more manpower to operate it gets beefed up accordingly, requiring several AV specs to keep at bay or destroy. Excellent at rolling into the thick of it with allied troops, it keeps the enemy's head down for 'em to move in, they help in smacking down AV. Infantry and tanks should really strive for that kind of symbiotic relationship. If the vehicle game and the infantry game aren't intertwined that is a serious problem. We'll start seeing it more when a match type features proper attacker versus defender play, when there's a focused defence to either make a push on or to hold. Expect heavy resistance to the proposal though. In spite of a solo light tank keeping the current playstyle alive there is apparently something abhorrent about the very idea of such a teamwork-oriented vehicle existing. The driver not getting kills and positive K/D is apparently a big deal, who knew? I Could See Light Tanks as the MAV, and it Could Preform Similar to a Cruiser In EVE. It Has enough Speed to Be Harder to Hit then a Frig, But it has enough Tank and Gank to be Tougher to Use a LAV with a Blaster On It to Kill it.
Could Give Drivers One Of The Light Blaster Turrets That Barely anybody uses. |
Charlotte O'Dell
Molon Labe. League of Infamy
577
|
Posted - 2013.06.21 23:22:00 -
[216] - 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
Molon Labe. League of Infamy
578
|
Posted - 2013.06.21 23:28:00 -
[217] - 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 |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
56
|
Posted - 2013.06.22 00:34:00 -
[218] - Quote
Charlotte O'Dell wrote: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 My mistake. Still, a concerted burst from 6 high-end AV weapons ought to destroy anything run by a single player or at the very least make it a close thing when hardeners ain't up. They usually do, be it from railguns, FGs, PCs or Swarms. Or is this in contention?
As for the post below that, I doubt anyone thinks HAVs don't require teamwork. They're very much reliant on it. The tanker who doesn't read the field and take stock of his team is more commonly known as a slag pile. The heavy tank thing is about requiring a manpower cost to balance things out, to justify the endurance it must have to operate reliably in a close team support role. It should be brilliant at what it does with 3 people in it because it has 3 people in it. It absolutely should be a juggernaut. The notion that HAVs would not otherwise require teamwork is not part of the premise at all. |
Meeko Fent
Seituoda Taskforce Command Caldari State
92
|
Posted - 2013.06.22 00:37:00 -
[219] - Quote
Charlotte O'Dell wrote: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 While I think the Numbers for EHP and the DPS are quite high, this is what I'm thinking of. A Tank where everything about the Vehicle Improves as More Guys are Crammed in there.
Only there would to Practically Mandatory Roles for it function Properly.
1-A Pilot/Driver-Well, he Drivers the Tank. Not Much Explanation there 2-Tank Gunner-Mans the Main Gun
Besides that, feel Free to add on the various Seats there could be in the HAV |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
56
|
Posted - 2013.06.22 00:50:00 -
[220] - Quote
Meeko Fent wrote:Charlotte O'Dell wrote: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 While I think the Numbers for EHP and the DPS are quite high, this is what I'm thinking of. A Tank where everything about the Vehicle Improves as More Guys are Crammed in there. Only there would to Practically Mandatory Roles for it function Properly. 1-A Pilot/Driver-Well, he Drivers the Tank. Not Much Explanation there 2-Tank Gunner-Mans the Main Gun Besides that, feel Free to add on the various Seats there could be in the HAV Aside from just secondary gun? Falling short on inspiration apart from perhaps granting them their own directional scanning module built-in.
Would require some work and isn't directly related but making Swarm missiles destructable could perhaps be a thing. Hard for a gunner to shoot them all down but could mitigate some incoming damage if he's prepared for them. |
|
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 18:26:00 -
[221] - Quote
I agree av is killing dust at this time. No tanks around |
Scheneighnay McBob
Bojo's School of the Trades
1727
|
Posted - 2013.06.23 00:53:00 -
[222] - Quote
Ray Poe wrote:I agree av is killing dust at this time. No tanks around Unlikely. I rarely see more than 1 or 2 AVers on the battlefield.
And that brings up the next thing I want to talk about- AVers have a very unstable source of WP. When I run AV, I very rarely get a high-WP battle, because vehicles aren't too common (and AV scares away starter fit LAVs pretty quickly). My average battle when running AV is under 500 WP |
Abdulazez AL-Osaimy
The Enclave Syndicate Dark Taboo
4
|
Posted - 2013.06.23 01:22:00 -
[223] - Quote
As an Forge Gunner I have only one request Nerf the ******* Logi LAV
|
demonkiller 12
Seraphim Initiative. CRONOS.
36
|
Posted - 2013.06.23 08:32:00 -
[224] - Quote
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" |
demonkiller 12
Seraphim Initiative. CRONOS.
37
|
Posted - 2013.06.23 09:15:00 -
[225] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Most of the tank drivers need to realize they aren't special just because their stuff is expensive, so they aren't entitled for their vehicles to work much more differently than everything else. and you need to realize that tanks aren't dropsuits or dropships. I know we aren't special, that how we allow our teams to win if we try to help. HAVs ARE vehicles, so they should be subject to the same rules as the rest of them.
Correction. HAVs are death machines* LAVs are murder taxis and Dropships are flying propane tanks with a big fluorescent bullseye painted on it. |
Charlotte O'Dell
Molon Labe. League of Infamy
588
|
Posted - 2013.06.23 09:39:00 -
[226] - 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. |
demonkiller 12
Seraphim Initiative. CRONOS.
37
|
Posted - 2013.06.23 10:02:00 -
[227] - Quote
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 |
demonkiller 12
Seraphim Initiative. CRONOS.
37
|
Posted - 2013.06.23 10:04:00 -
[228] - Quote
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 |
Mortedeamor
Internal Error. Negative-Feedback
113
|
Posted - 2013.06.23 10:22:00 -
[229] - Quote
which reminds me recently i discovered that somas are a one shot kill for my swarm ..how is it i can one shot a mlt tank..but it takes 2 shots to kill a mlt baloch infinite starter lav ....no one should be given a vehicle that insta pops infantry..can take 1 shot from proto av without blowing up..is infinite and costs 0 isk ...no skill requirements. the baloch needs to be either taken away upon graduation of scrub academy ..or made restockable at mlt prices |
Meeko Fent
Seituoda Taskforce Command Caldari State
100
|
Posted - 2013.06.23 16:19:00 -
[230] - 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" The MTAC is coming, Don't worry. |
|
CommanderBolt
A.N.O.N.Y.M.O.U.S.
51
|
Posted - 2013.06.23 16:50:00 -
[231] - Quote
I think you guys are missing the point.
Right now we dont even have all of the different vehicle types and classes in game so balance is always going to change.
AV nades should scare off a tank or vehicle but they should not be able to solo any tank, unless the tank just sits there doing noting. It should be the job of dedicated or at least semi dedicated anti vehicle guys with forges and swarms etc to destroy tanks.
Air asses are the REAL counter to ground armour. Right now assault dropships are too squishy to fulfill that role properly (Yes they can tank out tanks but only if the enemy lets you fly there and it does require piloting skill to stick with the fleeing tanks)
If / When we get jets / fighter craft then we can see how gameplay turns out.
If a guy specs into a tank and gets great modules and he can drive really well, why should he not be able to murder whole squads of REGULAR infantry? Thats their role, as well as armour and installation take downs.
In the real world a rifleman wouldn't be sent against armour. Thats the job of specialised infantry and air support.
I could babble on, I played as a tanker in chromosome and as anti vehicle on my alt so I feel both sides of the argument.
|
Scheneighnay McBob
Bojo's School of the Trades
1730
|
Posted - 2013.06.23 16:54:00 -
[232] - 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 That's something this game needs, but seems to be getting anyway.
Health tank= Amarr HAV (not yet released) Speed tank= Minmatar HAV (not yet released) Damage tank= Marauders (temporarily removed) Black ops= Black ops (temporarily removed) |
Scheneighnay McBob
Bojo's School of the Trades
1730
|
Posted - 2013.06.23 16:56:00 -
[233] - Quote
CommanderBolt wrote:I think you guys are missing the point.
Right now we dont even have all of the different vehicle types and classes in game so balance is always going to change.
AV nades should scare off a tank or vehicle but they should not be able to solo any tank, unless the tank just sits there doing noting. It should be the job of dedicated or at least semi dedicated anti vehicle guys with forges and swarms etc to destroy tanks.
Air asses are the REAL counter to ground armour. Right now assault dropships are too squishy to fulfill that role properly (Yes they can tank out tanks but only if the enemy lets you fly there and it does require piloting skill to stick with the fleeing tanks)
If / When we get jets / fighter craft then we can see how gameplay turns out.
If a guy specs into a tank and gets great modules and he can drive really well, why should he not be able to murder whole squads of REGULAR infantry? Thats their role, as well as armour and installation take downs.
In the real world a rifleman wouldn't be sent against armour. Thats the job of specialised infantry and air support.
I could babble on, I played as a tanker in chromosome and as anti vehicle on my alt so I feel both sides of the argument.
YES! I think this is a point everyone in the thread will agree on.
however, we need to come up with something else in the mean time |
Helper Friendly
Planetary Response Organization
18
|
Posted - 2013.06.23 17:26:00 -
[234] - Quote
I run some av (flux and swarms), and have no issues with vehicles except free murderer taxis.
See people tend to forget that pretty little grenade called a flux. A Great anti vehicle weapon!
Sneak up behind, around, under, above, tank.: Check Deploy 3 flux = 3000 shield damage roughly: Check Deploy swarms = Any tank kill easily so long as they are idiots.: Check
Now if your dealing with a serious tanker: Sneak Flux Swarm
If you notice your swarms aren't going to win the fight against armor reps, etc and your alone call for backup or run like h***.
If your on a team and no one will "help" you with the tank that's killing all your buddies you may want to get yourself a new set of pals....
See an av role is not only to "kill" vehicles its to "distract" vehicles. You better believe when my flux grenades hit a tank and take all his shields away his butt immediately puckers and he looses focus on what he is doing to try and find me and who ever is with me ( or he dies). So effectively taking him/her away from main engagement allowing your remaining team mates to move in without being blasted by one shot kill turrents.
Guess what im saying is strategy is a biggest part of any engagement. |
Salt Dog 76
Red Star. EoN.
38
|
Posted - 2013.06.23 17:31:00 -
[235] - Quote
LAV's are the new HAV's in Uprising. Logi Lav's are tougher to take down than another tank which is such BS. Everyone spec into proto AV nades, SL,FG and we will extirminate HAV's from this game. Tanks are and have been a waste of time in this game. LOL (ps my main is a tanker every sp point in tanks, proto turrets, mods, reps, plates, sheilds and if someone comes after me with av nades or SL FG i might get away, if there are 2 dudes forgetaboutit....
TANKS SUCK |
Scheneighnay McBob
Bojo's School of the Trades
1731
|
Posted - 2013.06.23 20:02:00 -
[236] - Quote
Salt Dog 76 wrote: LAV's are the new HAV's in Uprising. Logi Lav's are tougher to take down than another tank which is such BS. Everyone spec into proto AV nades, SL,FG and we will extirminate HAV's from this game. Tanks are and have been a waste of time in this game. LOL (ps my main is a tanker every sp point in tanks, proto turrets, mods, reps, plates, sheilds and if someone comes after me with av nades or SL FG i might get away, if there are 2 dudes forgetaboutit....
TANKS SUCK I did find an effective way of killing lLAVs, but unfortunately it involves using another LAV to either trap it or chase it down with a gunner. |
Charlotte O'Dell
Molon Labe. League of Infamy
592
|
Posted - 2013.06.24 01:57:00 -
[237] - 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
Molon Labe. League of Infamy
592
|
Posted - 2013.06.24 01:59:00 -
[238] - 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. |
|
|
|
Pages: 1 2 3 4 5 6 7 [8] :: one page |
First page | Previous page | Next page | Last page |