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Void Echo
Internal Error. Negative-Feedback
219
|
Posted - 2013.06.18 19:31:00 -
[1] - Quote
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. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
156
|
Posted - 2013.06.18 19:45:00 -
[2] - Quote
I rarely see guys who consider themselves maining in AV that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1004
|
Posted - 2013.06.18 19:46:00 -
[3] - Quote
... Doesn't this thread already exist? |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:53:00 -
[4] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:53:00 -
[5] - Quote
TheAmazing FlyingPig wrote:... Doesn't this thread already exist? No, that's about changes to AV specifically |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:54:00 -
[6] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV saying that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
Honestly I can't wait for the day for vehicle users to get something that will be extremely menacing but not overpowered. I'd love to run with a whole squad of fellow AVers fighting our own little battle against a machine. Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 20:02:00 -
[7] - Quote
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. |
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 20:11:00 -
[8] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
I'm unsure as to where the imbalance from remote explosives comes from.
I run caldari and my LLAV will run over 6 proximity mines, no problem.
However, when I was in my rail tank with 5k shields 15, 15, 10% resists I believe it was either two or three remote explosives dropped by some tricky chuckefudge nearly instagibbed my tank.
Is there a vast difference between proximity mines and remote explosives?
EDIT: To clarify, I believe my LLAV is too strong when it comes to proximity mines but the other extreme feels a bit much aswell. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
33
|
Posted - 2013.06.18 20:12:00 -
[9] - 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 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. |
Operative 1171 Aajli
D3LTA ACADEMY
27
|
Posted - 2013.06.18 20:35:00 -
[10] - 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.
You do need three people to work all the turrets. Also, tanks don't have the ease of situational awareness as infantry. You don't get sigs popping up as easily. A scanner can help at close range but you have to turn that turret to scan for any big threats and sometimes I've had no sigs and another tank roll right up in front of me from the direction I was looking the whole way across the field to where I met up with him.
You can one shot an infantry with a rail and take down a guy quick with a blaster but you can't get several that fast. Infantry can gang on you. A lot of infantry survive my being close to them even with small turret gunners.
Nobody bringing a counter attack fits in with how a battle would go if one side has a tank and the other has nothing to fight it with.
You might as well complain about the lack of people dropping uplinks. A disorganized group of blueberries in a pub match most likely won't bring a counter attack.
When they do then I have to book it. A lot of times you can't tell what exactly is hitting you and from what direction.
Tanks are largely blind. You don't have time to turn that turret and scan. If so you might not get a sig.
Many matches are won by the enemy when in my tank because I can't go around capping AND keep my tank. There are still plenty of strawberries on the field to win even after I shoot some. |
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Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 20:45:00 -
[11] - 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.
I disagree with the notion that 1 tank is equal to 3 blueberries.
He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit.
There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. |
Scheneighnay McBob
Bojo's School of the Trades
1656
|
Posted - 2013.06.18 20:46:00 -
[12] - Quote
Operative 1171 Aajli 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. You do need three people to work all the turrets. Also, tanks don't have the ease of situational awareness as infantry. You don't get sigs popping up as easily. A scanner can help at close range but you have to turn that turret to scan for any big threats and sometimes I've had no sigs and another tank roll right up in front of me from the direction I was looking the whole way across the field to where I met up with him. You can one shot an infantry with a rail and take down a guy quick with a blaster but you can't get several that fast. Infantry can gang on you. A lot of infantry survive my being close to them even with small turret gunners.Nobody bringing a counter attack fits in with how a battle would go if one side has a tank and the other has nothing to fight it with. You might as well complain about the lack of people dropping uplinks. A disorganized group of blueberries in a pub match most likely won't bring a counter attack. When they do then I have to book it. A lot of times you can't tell what exactly is hitting you and from what direction. Tanks are largely blind. You don't have time to turn that turret and scan. If so you might not get a sig. Many matches are won by the enemy when in my tank because I can't go around capping AND keep my tank. There are still plenty of strawberries on the field to win even after I shoot some.
- That's why you have more turrets- separating the driver would help even more
- Another reason to have team support- or gunners who know wtf they're doing
- I'm not comfortable moving into an objective as AV either- that's why anti-infantry need to learn to do their job
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Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 20:58:00 -
[13] - Quote
if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:00:00 -
[14] - Quote
while were on this, lets leave the separation topic alone until we can come up with an idea that wont cripple tanks at the start of this thread please, I hate the idea since it would make driving the vehicle worthless but im not against talking about it. |
Doc Noah
Algintal Core Gallente Federation
134
|
Posted - 2013.06.18 21:06:00 -
[15] - Quote
Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine
Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank.
In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514. |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:06:00 -
[16] - Quote
and before you say "no it wont" yes it will and let me explain why. those of us that have specced into tanks do it to get the kills that come with it, not to drive around aimlessly just to have a random blue take control of the main cannon and shoot at stuff not worth shooting at and ignoring any attempt to tell them to "kill the enemy right in front of us". the separation would cripple tanks to nearly non-existence and make instillations the best thing to operate since they don't move and you control everything they are. plus when I specced into tanks, Im sure that other tank drivers are on the same page as me, when I specced into tanks fully, I didn't have the image of only driving the thing around while someone was getting in my cannon and getting my kills. nobody would skill JUST TO DRIVE, no people want to spec to kill not aimlessly drive something and not get points for doing so. 10 million sp just drive something while someone else takes the kills? I don't think so. |
Scheneighnay McBob
Bojo's School of the Trades
1656
|
Posted - 2013.06.18 21:08:00 -
[17] - Quote
Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called
What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what. |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:09:00 -
[18] - Quote
Doc Noah wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank. In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514.
that's why you have AV weaponry, I know you hate the idea of it but how about spending some isk for a militia tank and go at him if your AV doesn't work the way you want it to?
that's why they put vehicles into this game, so it doesn't become Assault 514. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
29
|
Posted - 2013.06.18 21:10:00 -
[19] - Quote
Well I am all for AV, people pull out tanks and I have fun destroying them.
I do believe the AV weapons are right where they should be however, there should be more tanks available.
Gunlogis & Madrugars belong in an advanced class. CCP needs to come up with some sort of a proto tank with 2 or 3 additional high and low slots, and maybe 2000-3000 more HP.
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Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:11:00 -
[20] - Quote
Scheneighnay McBob wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what.
and because of that, do you know what people are doing? dropship pilots HATE that they cant kill with their own pilot gun and LAV drivers are running people over TO GET KILLS AND KILL POINTS, the HAV is the only vehicle that has the design right imo.
(this is getting very interesting, keep it coming) |
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Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:13:00 -
[21] - Quote
Jammer Jalapeno wrote:Well I am all for AV, people pull out tanks and I have fun destroying them.
I do believe the AV weapons are right where they should be however, there should be more tanks available.
Gunlogis & Madrugars belong in an advanced class. CCP needs to come up with some sort of a proto tank with 2 or 3 additional high and low slots, and maybe 2000-3000 more HP.
besides the AV part, I agree, the enforcers are just expensive militia tanks and should be put in the militia section, the madrugar and the gunnlogi are pretty much the advance tanks on the battle field and the sica and soma are effectively better than enforcers and should be the standard tanks of the game, which leaves the marauders to be the prototype tanks. |
gbh08
74656d70
26
|
Posted - 2013.06.18 21:13:00 -
[22] - 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.
As a anti social lone wolf, that would mean my speccing into tanks would be worthless, as i would either have to let some random drive my tank and no doubt loose it, or drive him around while he racks up the kills, which doesnt sound like much fun
Given that the game already rewards tankers to work as team with 3 men in it (look outs, gunners), im already at a disadvantage by not squading with capable people, which is my choice, as it should be, the game does and should reward teamplay, but not force it down our throats
"just for the record, although i play on my own, i do drive around with the team and protect (try) while they cap objectives etc"
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Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:16:00 -
[23] - Quote
gbh08 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. As a anti social lone wolf, that would mean my speccing into tanks would be worthless, as i would either have to let some random drive my tank and no doubt loose it, or drive him around while he racks up the kills, which doesnt sound like much fun Given that the game already rewards tankers to work as team with 3 men in it (look outs, gunners), im already at a disadvantage by not squading with capable people, which is my choice, as it should be, the game does and should reward teamplay, but not force it down our throats "just for the record, although i play on my own, i do drive around with the team and protect (try) while they cap objectives etc"
shorter than my post but same thought |
Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:30:00 -
[24] - Quote
As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 21:32:00 -
[25] - Quote
Eurydice Itzhak 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. I disagree with the notion that 1 tank is equal to 3 blueberries. He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit. There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. Didn't so much mean that 1 tanker fills in for 3 people in the current Dust, just that 1 person potentially attaining the battlefield presence of 3 from going solo in a vehicle is anathema to balance. Was hypothetical.
Boosting a tank into being a mighty force capable of altering the flow of battle is more reasonable and easier to balance when it requires 2 operators for basic functionality and 3 for optimal. It represents a concentrated font of manpower.
The real problem is in all the current game modes, though. No real role for vehicles, they're not really integrated into the gameplay. If one side had to defend an objective and the other claim it, ending the match if it was taken, then we would see vehicles take a far larger part. A good HAV would go a long way in aiding a push, able to advance under some fire with modules up, punishing any infantry that emerge to try and engage your own. Also serves on the opposite side as a rock for pushes to break themselves against.
Likewise dropships will have an objective of major importance to drop a strike team on, a more singular frontline to bypass. Good map design and a focused objective for it to be designed around could give so many more roles and playstyles a place, make them viable, meaningful.
If I'm honest I reckon all the current game modes are dire. The game modes define how the game is played, when they're all so underdesigned it is severely limiting and a whole host of problems emerge as a result.
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Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:35:00 -
[26] - Quote
Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver
that would make everything worse, the front turret is basically a blind piece of metal |
gbh08
74656d70
26
|
Posted - 2013.06.18 21:35:00 -
[27] - Quote
Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol
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Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:36:00 -
[28] - Quote
Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at. |
Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:37:00 -
[29] - Quote
gbh08 wrote:Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol To see behind you, switch to third person.
And you want to know the difference between the driver controlling a large turret and a small turret? |
Arkena Wyrnspire
Turalyon Plus
1152
|
Posted - 2013.06.18 21:39:00 -
[30] - Quote
Scheneighnay McBob wrote: Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles
Only against shields. 90% against armour. |
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gbh08
74656d70
26
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Posted - 2013.06.18 21:39:00 -
[31] - Quote
Scheneighnay McBob wrote:gbh08 wrote:Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol To see behind you, switch to third person. And you want to know the difference between the driver controlling a large turret and a small turret?
I dont even know how to answer this lol are you serious? |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:42:00 -
[32] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at.
the difference there is that HAVs are NOT flying, they are ground. |
Scheneighnay McBob
Bojo's School of the Trades
1660
|
Posted - 2013.06.18 21:43:00 -
[33] - Quote
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. |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:43:00 -
[34] - Quote
Scheneighnay McBob wrote:gbh08 wrote:Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol To see behind you, switch to third person. And you want to know the difference between the driver controlling a large turret and a small turret?
so then make the driver the weakest liability when dealing with HAVs? then use instillations instead. |
Scheneighnay McBob
Bojo's School of the Trades
1660
|
Posted - 2013.06.18 21:43:00 -
[35] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at. the difference there is that HAVs are NOT flying, they are ground. Which is a good thing- they won't crash if you go into first person |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:44:00 -
[36] - Quote
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. |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:46:00 -
[37] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at. the difference there is that HAVs are NOT flying, they are ground. Which is a good thing- they won't crash if you go into first person
yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more |
Scheneighnay McBob
Bojo's School of the Trades
1660
|
Posted - 2013.06.18 21:46:00 -
[38] - Quote
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. |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:47:00 -
[39] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at. the difference there is that HAVs are NOT flying, they are ground. Which is a good thing- they won't crash if you go into first person
quick question, are you AV or assault? |
Scheneighnay McBob
Bojo's School of the Trades
1660
|
Posted - 2013.06.18 21:48:00 -
[40] - Quote
Void Echo wrote: yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more
use 3rd person, dumbass
Why do you think none of the other vehicles use it in most situations? |
|
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:50:00 -
[41] - Quote
Scheneighnay McBob wrote:Void Echo wrote: yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more
use 3rd person, dumbass Why do you think none of the other vehicles use it in most situations?
why you do you think nobody seriously skills into them dumbass, theres no reward for being the driver of an lav or dropship unless you run someone over with it and now you guys are QQing about that. the HAV is the ONLY vehicle that give a reward for driving it. |
Scheneighnay McBob
Bojo's School of the Trades
1661
|
Posted - 2013.06.18 21:51:00 -
[42] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more
use 3rd person, dumbass Why do you think none of the other vehicles use it in most situations? why you do you think nobody seriously skills into them dumbass, theres no reward for being the driver of an lav or dropship unless you run someone over with it and now you guys are QQing about that. the HAV is the ONLY vehicle that give a reward for driving it. Teamwork
use it |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:51:00 -
[43] - Quote
Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything
really? then which would you spec into? Driver seat OR Gunner seat.
pic which one you would go for if what your talking about was implimented |
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:53:00 -
[44] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more
use 3rd person, dumbass Why do you think none of the other vehicles use it in most situations? why you do you think nobody seriously skills into them dumbass, theres no reward for being the driver of an lav or dropship unless you run someone over with it and now you guys are QQing about that. the HAV is the ONLY vehicle that give a reward for driving it. Teamwork use it
teamwork IS an important aspect of this game BUT the best thing about it is IM NOT FORCED TO, that would ruin the entire game. plus I do use teamwork, sometimes I use blues in my turrets to clear out enemy objectives in order to for my team to hack it, and I also use them to take out AV players I can reach with my cannon. |
Scheneighnay McBob
Bojo's School of the Trades
1661
|
Posted - 2013.06.18 21:54:00 -
[45] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Don't care; considering that I suggested for HAVs to be buffed if that happened, and for the driver WP system to be redone (2 points you obviously ignored), I would probably go with driving |
Scheneighnay McBob
Bojo's School of the Trades
1661
|
Posted - 2013.06.18 21:56:00 -
[46] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: yes they will, while in the front you have no idea where the tank is pointing, and you cant see **** behind you, and why give the main cannon over to some random idiot and give the driver the weak gun? THAT makes no sense, please stop trying to nerf the tanks even more
use 3rd person, dumbass Why do you think none of the other vehicles use it in most situations? why you do you think nobody seriously skills into them dumbass, theres no reward for being the driver of an lav or dropship unless you run someone over with it and now you guys are QQing about that. the HAV is the ONLY vehicle that give a reward for driving it. Teamwork use it teamwork IS an important aspect of this game BUT the best thing about it is IM NOT FORCED TO, that would ruin the entire game. plus I do use teamwork, sometimes I use blues in my turrets to clear out enemy objectives in order to for my team to hack it, and I also use them to take out AV players I can reach with my cannon. No role in the game doesn't require teamwork
Even scouts- the true lone wolves- need frontliners to hold the enemy's attention elsewhere. |
gbh08
74656d70
26
|
Posted - 2013.06.18 21:57:00 -
[47] - 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.
We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be
i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer
|
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:57:00 -
[48] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Don't care; considering that I suggested for HAVs to be buffed if that happened, and for the driver WP system to be redone (2 points you obviously ignored), I would probably go with driving
then you are a major dumbass imo. if you want to use team work then use it, but don't try to screw everyone else over because you want everyone to use what you use. |
Scheneighnay McBob
Bojo's School of the Trades
1661
|
Posted - 2013.06.18 21:57:00 -
[49] - Quote
I think both of us would appreciate outside input |
Eriknaught
Vader's Taco Shack
9
|
Posted - 2013.06.18 21:58:00 -
[50] - Quote
As a Pilot & HAV driver, I can say honestly that I feel more-or-less balanced against AV. My only issue is the Assault Dropship being so unstable that ANYTHING knocks it into the ground. It should behave the same way my Myron does, but it falls over like its half the size. Any driver shouldn't get too upset by a proto FG taking you out cuz it's doing its job as AV. Just as any infantry (AV or not), shouldn't be bothered by an HAV killing them, because it too is doing its job. We cancel each other out, therefore balance is reached. The only thing that unbalances anything is who has more teamwork, that is not an imbalance. That is all. Eriknaught out. END TRANSMISSION. |
|
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 21:59:00 -
[51] - Quote
Scheneighnay McBob wrote:I think both of us would appreciate outside input
true, so lets hear what others have to say. but for reference your idea would make HAVs dead. |
Scheneighnay McBob
Bojo's School of the Trades
1662
|
Posted - 2013.06.18 21:59:00 -
[52] - Quote
gbh08 wrote: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. We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer I don't see a problem with the driver controlling a turret- just not one that powerful |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 22:01:00 -
[53] - Quote
Scheneighnay McBob wrote:gbh08 wrote: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. We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer I don't see a problem with the driver controlling a turret- just not one that powerful
then why have a main cannon at all, if you cant have someone who knows how to control their own vehicle use its main weapon, then why use the vehicle at all? |
Scheneighnay McBob
Bojo's School of the Trades
1662
|
Posted - 2013.06.18 22:03:00 -
[54] - Quote
Void Echo wrote:Scheneighnay McBob wrote:gbh08 wrote:Scheneighnay McBob wrote:Void Echo wrote:
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. We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer I don't see a problem with the driver controlling a turret- just not one that powerful then why have a main cannon at all, if you cant have someone who knows how to control their own vehicle use its main weapon, then why use the vehicle at all? Because it's much more effective if we use teamwork.
I admit, this argument would be much easier if devs would release the "one-man only" vehicles already. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 22:07:00 -
[55] - Quote
team work is great and all, but not everyone would benefit from it, please realize that. the only vehicle im looking for war to having is the Jet Fighter since I can fly and shoot from the sky and in the sky and not have random blues in it trying to steal it. |
gbh08
74656d70
26
|
Posted - 2013.06.18 22:08:00 -
[56] - Quote
Scheneighnay McBob wrote: Because it's much more effective if we use teamwork.
I admit, this argument would be much easier if devs would release the "one-man only" vehicles already.
sandbox?
At the moment anyone can jump in my tank, troll me or help me, but what if no one jumped in it as sometimes no one does lol then i just drive round with the bleak weapon?
|
Scheneighnay McBob
Bojo's School of the Trades
1665
|
Posted - 2013.06.18 22:08:00 -
[57] - Quote
That being said, you're right that HAVs are the only solo option for vehicles atm, and the argument is also right that HAVs are weak right now. So until we get "one-man only" vehicles, HAVs should stay the way they are, and small turrets should be buffed so using teamwork is more effective.
Now I'm off to play dust because I'm tired of this argument |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 22:08:00 -
[58] - Quote
and realize that even though you like using teamwork, that doesn't mean everyone else does, this game is not the type that punishes people for doing suff on their own unless you count the sp cap. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 22:09:00 -
[59] - Quote
Scheneighnay McBob wrote:That being said, you're right that HAVs are the only solo option for vehicles atm, and the argument is also right that HAVs are weak right now. So until we get "one-man only" vehicles, HAVs should stay the way they are, and small turrets should be buffed so using teamwork is more effective.
Now I'm off to play dust because I'm tired of this argument
thank you for your input, it was insightful. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 22:10:00 -
[60] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Not him, but driver. I love playing closely with other people and I would be far more satisfied with giving my brothers in the guns the best possible ride and lots of opportunities to put 'em to work than racking up a positive K/D myself. Being able to fully focus on reading the battlefield while they can fixate on aiming and observing would also raise the potential effectiveness of the vehicle.
Mutual reliance relationships also foster some of the best moments in gaming, they really do. There are hiccups and randoms become a shaky bet to entrust yourself to but that's just a matter of finding yourself some people to buddy up with, acquire some regulars.
Separation of duties also leads to a better tank all round when you really mesh with your crew. On top of all aspects of the vehicle seeing more focused attention there's also a morale side to it: as the driver you don't want to let your gunners down, as a gunner you're trying extra hard to not disappoint your driver.
|
|
PITCH- BLACK
Ahrendee Frontlinez Omega Commission
16
|
Posted - 2013.06.18 22:14:00 -
[61] - Quote
Im a tanker, heres my input
I think its hilarious when people call for an AV nerf, especially AV grenades, if they nerf AV nades, what happens to the Taxi's then. If you nerf something, it will obviously effect something else. I think in Chromosome the vehicle warfare was perfect. Maybe CCP should just change a few things to the yellow Taxi since its the only thing killing people and making them come cry on forums.
Honestly I run proto AV- lai dai, those ***** are useless, unless you actually catch a well fitted tanker out of line. So currently vehicle warfare is decent. All I say, is fix pg on militia shield tanks and Gunnlogis. I can barely fit that much on them. And then again they nerf the speed of shield tanks, like they really needed a nerf. Then improved armor tanks, made them faster. |
Yeva Kalsani
Reckoners
145
|
Posted - 2013.06.18 22:15:00 -
[62] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV saying that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
Honestly I can't wait for the day for vehicle users to get something that will be extremely menacing but not overpowered. I'd love to run with a whole squad of fellow AVers fighting our own little battle against a machine. My thoughts, exactly.
I run AV. I strongly disagree with vehicles needing nerfs, if any, they need more love. Higher-grade HAVs, quite possibly the PG upgrades brought back, Enforcer HAVs need to be made better for their insane price, and Dropships need some SERIOUS buffs overall. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
164
|
Posted - 2013.06.18 22:15:00 -
[63] - Quote
Scheneighnay McBob wrote:Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles
Well, there's a large problem with splash damage so that's understandable. I never see plasmas for this reason. I honestly forgot they existed, that's how often I see them.
Eurydice Itzhak wrote:I'm unsure as to where the imbalance from remote explosives comes from.
I run caldari and my LLAV will run over 6 proximity mines, no problem.
However, when I was in my rail tank with 5k shields 15, 15, 10% resists I believe it was either two or three remote explosives dropped by some tricky chuckefudge nearly instagibbed my tank.
Is there a vast difference between proximity mines and remote explosives?
EDIT: To clarify, I believe my LLAV is too strong when it comes to proximity mines but the other extreme feels a bit much aswell.
Honestly because there is no damage listed for them it's hard to tell which does more damage and to what (armor vs shields). RE's instakill drop suits but seem to do minimal damage to vehicles. If an LLAV is going fast enough it will trigger the proximity but do little to no damage. Really they're extremely unpredictable, which is a shame because I love setting traps.
|
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 22:15:00 -
[64] - Quote
Poplo Furuya wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Not him, but driver. I love playing closely with other people and I would be far more satisfied with giving my brothers in the guns the best possible ride and lots of opportunities to put 'em to work than racking up a positive K/D myself. Being able to fully focus on reading the battlefield while they can fixate on aiming and observing would also raise the potential effectiveness of the vehicle. Mutual reliance relationships also foster some of the best moments in gaming, they really do. There are hiccups and randoms become a shaky bet to entrust yourself to but that's just a matter of finding yourself some people to buddy up with, acquire some regulars. Separation of duties also leads to a better tank all round when you really mesh with your crew. On top of all aspects of the vehicle seeing more focused attention there's also a morale side to it: as the driver you don't want to let your gunners down, as a gunner you're trying extra hard to not disappoint your driver.
if you like giving rides then go for LAVs, that what there for, and I disagree when im driving my tank, I don't care about the gunners, I wish I could eject them or replace the 2 turrets with an anti-swarm turret. I am a jerk when it comes to people getting in my ride but that's only because of every random blue dot trying to get into my tank hoping for a free joy ride to god mode, but that's not going to happen. |
Chankk Saotome
SyNergy Gaming EoN.
391
|
Posted - 2013.06.18 22:28:00 -
[65] - Quote
As an armor LLAV (Gallente type) driver I can say that they're right where they should be after their investment. Scout-LAVs are painfully underpowered and with their limited module slots it's a waste of ISK and SP and you're better off just skilling into LLAVs and getting speed modules to compensate.
Proximity mines are painfully underpowered vs shields currently but then most AV is against shield tanking.
What we absolutely need is a visible Shield DMG Reduction stat but CCP seems to want to keep that information hidden so as not to let people know that with half the investment of armor tanking you can get your shields up to over 80% dmg reduction (combined passive and active) and since most AV is Armor DMG focused, shield tanking HAVs and LLAVs can just cruise through hordes of AV with a much lowered threat level than an armor tanker of an even higher level and SP investment.
I do feel LAVs in general are a bit strong with their instant speed and ability to cruise through a group of enemies with no threat of collision damage.
On the other hand, LAV collision damage currently is back to Codex levels where even scratching the paint of a building or tank (ally or enemy) is instant death. The best AV in most Carmageddon situations ends up being a kamikaze militia LAV just attempting to collide with an enemy LAV which is a bit absurd. Not for the lack of proper AV on a team but rather because a nearly 2mil SP, quarter mil ISK team support LLAV investment can be instantly lost to a free suit and free LAV. (I'm talking about LLAV with CRU, Scanner, and what support modules can be fit after that)
A bit off topic with this bit but why does Vehicle Electronics increase vehicle CPU but Vehicle Engineering only lowers the CPU of PG modules meaning you're forced to use up PG module slots to increase PG? Seems a definite lean toward Cal vehicle support from CCP on that end. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 22:31:00 -
[66] - Quote
Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Not him, but driver. I love playing closely with other people and I would be far more satisfied with giving my brothers in the guns the best possible ride and lots of opportunities to put 'em to work than racking up a positive K/D myself. Being able to fully focus on reading the battlefield while they can fixate on aiming and observing would also raise the potential effectiveness of the vehicle. Mutual reliance relationships also foster some of the best moments in gaming, they really do. There are hiccups and randoms become a shaky bet to entrust yourself to but that's just a matter of finding yourself some people to buddy up with, acquire some regulars. Separation of duties also leads to a better tank all round when you really mesh with your crew. On top of all aspects of the vehicle seeing more focused attention there's also a morale side to it: as the driver you don't want to let your gunners down, as a gunner you're trying extra hard to not disappoint your driver. if you like giving rides then go for LAVs, that what there for, and I disagree when im driving my tank, I don't care about the gunners, I wish I could eject them or replace the 2 turrets with an anti-swarm turret. I am a jerk when it comes to people getting in my ride but that's only because of every random blue dot trying to get into my tank hoping for a free joy ride to god mode, but that's not going to happen. 'Best possible ride' was more about driving well than zipping around. Not exposing yourself stupidly, communicating well, giving the gunners clear targets, that sort of thing. Being an effective presence on the field and a tank that's fun to gun for. The LAV comment is of zero relevance.
Regardless, the premise was about buffing tanks significantly if the role of driver and gunner were separated. A different tack is the addition of beefed up tanks with that separation, more potent but necessitating more hands to operate. The solo driver-gunner tank remains as it's lighter cousin. |
Void Echo
Internal Error. Negative-Feedback
225
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Posted - 2013.06.18 22:35:00 -
[67] - Quote
and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. |
Mortedeamor
Internal Error. Negative-Feedback
82
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Posted - 2013.06.18 22:40:00 -
[68] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what. and because of that, do you know what people are doing? dropship pilots HATE that they cant kill with their own pilot gun and LAV drivers are running people over TO GET KILLS AND KILL POINTS, the HAV is the only vehicle that has the design right imo. (this is getting very interesting, keep it coming)
actually i havee PROTO av and PROTO logi...and i just run over people ..the reason...because if i get out to blow up a tank or to heal my team i immediately lose 150-300 k when some scrub takes and drives off with my charybdis. because a lock on the driver seat is just to damn complicated for ccp to do. ...furthermore taking the main gun from the driver of the tank would make tanks completely extinct instead of a endangered species. and when that happens there will only be logi lavs..av...and logi's running as assault. |
Berserker007
Imperfects Negative-Feedback
314
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Posted - 2013.06.18 23:01:00 -
[69] - Quote
hmmm, ok where to start. Simply background so know im not just winging it; but ive ran as a specc'd AV (be SL, FG, AVN) player for over 1 year; and have daballed in tanking here and there before resets and alt characters.
Here are my thoughts (though most will be based on the adv/proto levels, as that is where i think & see the problem is):
AV-N :
these work great on all vehicles, however are mostly affective against LAV's and real Armor Tanks (Std +, in my opinion). That said, at the PROTO level, they are quite effective against anything, yet im my opinion they need to be able to OHK starter & Militia LAV's , as they have no SP requirements to use; whereas the nades take 1.2M SP to skill into. In saying that, im NOT saying buff AVN's, but reduce the HP of starter/militia LAVs for sure; and even basic/logi as well (as even armor logi LAV's shouldnt take the same or more Lai Dai's then a tank). Reason for that, is atm Logi LAV's survive proto AVNs more effectively then tanks b/c of their passive skills buffs and effectiveness to outrun the tracking of AVN's, even if thrown infront of the LAV's so they run into its path. This is where tankers are weak in the sense they can't run away from them; though if you are getting hit by AVN's it may be your fault for getting into that situations as well.
SL:
Swarms are highly effective against starter/militia LAV's, and Militia Tanks, and highly effective against Armor tanks. I'd say this is probably one of the biggest disputed areas of the moment. At the moment Swarms makes armor tankers bend over and take it w/o lube. However, i have a bit a more more insight in this area b/c of my armor tanker alt (which only have 1.1M SP total). As it is, proto Swarms do ~2k damage per volley before anything is added to it. If you take into consideration some prof lv, damage mods and the effectiveness against armor (either 20o or 30% increase, dont remember which) you are looking at each volley doing ~3.2K damage. At the same time, SL users normally arent as "close" as say a FG user might be (b/c of the lock ability), so swams need to take travel time into account as a MASSIVE weakness of them, along w/ them begin mainly visible at launch. So if you are a skilled tanker (ill look to Noc, Caeli, Slap, etc), once they get hit by one volley they are running b/c they know what hit them. I won't lie, i've solo'd in 3-4 shots a Mady, but in doing so, that tank literally just stood in one place trying to take the swarms thinking they were militia or something. Also, armor tanks essentially can run a hardener all the time based on their how long the run & refresh time, so that is something that helps them against infantry, thus helps in survivability (compared to shield hardeners).
In my opinion, the pwnage that proto swarms do against Armor tanks atm is justified, B/C a Mady is a STANDARD tank. Now, when they actually put in proto and adv tanks, i dont see this being as much of an issue; as figure a adv tank will probably take 4-6 shots, then proto 6+ meaning 2 people needed. In doing soe the SL user is require to reload or then chase the tanker, as if ANY tanker tries to sit through 4+ volleys of proto swarms i have no sympathy for destroying you tank
FG:
i haven't used the FG since last build, but i believe it had the effectiveness against shields of 120% and 80% on armor; the opposite of SL. That said, i strictly remember my FG being able to kill Mady as well simply b/c even though it has overall less damage, its DPS per second was quite high, plus it was harder for a tanker to"evade" in sense it was LOS (line of sight) shooting. FG is also more effective against dropships then SL (if disagree then you aren't a good DS pilot, the good ones will know why w/o me having to say anything). FG also have different variants that help you pending on the situation you want and tanks you are facing; along w/ having an officer variant. The FG also allows for effective AI usage that swarms dont, and PC just isnt used much. The use of the FG has went down for AV use b/c of the lack of shield tanks; though have been ripping apart shield LAVs, as they are "easier" to hit as they cant use the ground to evade like for swarms.
The big stick people complain about is that the FG is more powerful then a rail gun. That may be true, however the railgun has oo ammo ; can be fired faster (in some cases), and has a longer range, and you have more ehp then a heavy does. Along w/ that the FG user needs to be weary of EVERYTHING, being tanks, lavs, DS, and infantry. If you're a tanker using a rail, more then likely you are worry about AV and other tanks, as small arms fire doesn't concern you. I think the FG damage is as intended atm, but may change pending on if/when shield tanks become a viable option then (which i think is reason people complain so much about swarms, is b/c everyone runs armor tanks, and b/c you get the free SL starter fit).
PC:
unknown as only ever seen it used 2-3 times in a game. Only thing i can say is i feel is it massively underpowered.
PM:
Proxy mines need a "buff", in the sense that im not sure if anything changed from Chromosome to Uprising, but LAV's can run over them and take no damage (especially they logi and scout). It seems like Proxies went to a times explosion, where it should be an explosion on contact (like contact nades). I think that be another great way to hinder the massive LAV spam
Vehicles:
Can't fully say; but know thing i do believe is needed is the +5% PG bonus from the engy skill as i think that will allow tankers to change and alter their fits a bit more, and may change how AV affects them. Then for tanks, at least a bit more HP bonus to their respective area (shield -> shield, armor to armor). The only "negative" change i could think of atm is LAVs need a health &/or resistance |
Straum Arjn
Scholae Evocati
21
|
Posted - 2013.06.18 23:12:00 -
[70] - Quote
Tanks do not need to have the driver and the main turret separated. Teamwork already exists in that space in abundance with the two small turrets. The small turrets call out the most important targets the large turret cannot see, obstacles in the way of movement if the big gun is not facing the driving direction and when they have spare time even shooting some stuff. A very good tank with their one or two main gunners is actually more efficient than the sum of it's parts where a tank with one dude in it is about as efficient as a forge gun of that tier. Now we can seriously stop talking about that, it is not the cause or fix for vehicle/av balance. The fact that their are no PRO HAVs, or that LLAVs eat more damage than some HAVs, or that Forge Guns are AWESOME (I am forge gunner and I am practicing with Railgun Tanks). We really can't say what the balance will be because we are missing KEY factors to that balance, the PRO tier. You should also consider the PC game mode when considering balance as well, not just pub matches. Void Echo points out that Tanks aren't even used that much because they actually don't have the same weight as a dropsuit does on the things that matter. Not to say they are useless, but that a dropsuit can still do a tanks job as well as a tank and still cap a point. Being unable to do anything but shoot at stuff (unless you're in ambush) is another hinderance that AV doesn't have to deal with. |
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EnglishSnake
Zumari Force Projection Caldari State
1309
|
Posted - 2013.06.18 23:14:00 -
[71] - Quote
I have an 8page thread which has turned into a mild shitstorm anyways
No matter how many threads we have it will always turn to ****
We need to fix the basic problems 1st with everything, then balance what is unbalanced and then finally add in the missing pieces and then take it from ther while we try to keep everything usable |
Goric Rumis
Dead Six Initiative Lokun Listamenn
173
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Posted - 2013.06.18 23:14:00 -
[72] - Quote
Eurydice Itzhak 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. I disagree with the notion that 1 tank is equal to 3 blueberries. He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit. There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. The "1 tank equals 3 blueberries" argument is an issue of balance. In previous incarnations of this game, you could field two or three tanks and effectively nullify the opposing team, because so much AV was required to counter a tank that there was no one left running anti-infantry. So you can't require 4 AV to kill 1 tank of equal level, because just a couple of tanks would throw the battle so far out of balance it wouldn't be a fight. (That's barring other factors--using the ad infinitum argument, a tank that requires 16 AV to kill, but can't hurt anyone itself, is not overpowered, because there's no need for infantry to counter it in the first place.)
Tanks can currently be operated with great effectiveness by a single person. This means everything about a tank, from its damage to its HP to the effectiveness of AV, is balanced around one person in a tank. Add two more people to a tank and you increase situational awareness and damage output, but not proportionally. A tank with three people in it just isn't as effective as it should be, because the aim has been to balance the tank assuming only one person is inside.
Here's the interesting thing. If you split up the driver from the main gun, you will end up with a tank that is rarely used in pubs but more commonly used in PC. Why? Because then it will have to be balanced for team play. It will be tougher, more fearsome, and be the "tank" that everyone thinks the word "tank" implies, simply because you're balancing for two people instead of one. Balancing the current tank for PC would make it terribly overpowered in public matches.
I'm not convinced this is THE solution, but it's a compelling concept.
I think there's room to have two different kinds of tanks, one that's balanced for team play, and one that you can drive around doing your solo thing. |
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 23:15:00 -
[73] - Quote
To whoever replied to my remote mine thought, you are correct. Remote mines aren't triggering on time and thus I take next to no damage from them.
Remote mines however do insane damage even with my resistance to explosives being that I run Caldari. I imagine they shred through armor tanks in 2 or 3 hits.
To the people wanting to separate the gunner from the driver seat, tanking would disappear completely except in PC, except that tanks are weak in PC... (catch the drift? they would just be gone)
No one ever tries to comment or argue with the fact that tanks don't have much of a role at all in PC due to them being ineffective in the meta and ineffective because their counter being so readily available.
EDIT:
@Goric
I kinda like the idea of the current tanks only having the main turret. Maybe have 2 slots in the tank for "passengers" or maybe not.
I know you weren't really suggesting it, moreso the opposite really, but you put that idea in my mind. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 23:27:00 -
[74] - Quote
Void Echo wrote:and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. Right. It doesn't exist or have any indicator of it's stats other than 'buffed significantly' and it's categorically 'worthless'. This clearly isn't about looking at it from a gameplay perspective but one of personal preference, the outright dismissal isn't for a valid enough reason. Well, unless it's some notion about the simultaneous existence of team tanks and solo tanks phasing out your preferred role, the latter. Ideally it shouldn't. Solo will be more popular for pubs while team tanks will be of greater value in PC, that it's not balanced around 1 person using it means it can be buffed up into the mighty engine of destruction that a tank is meant to be.
Frankly it's initial popularity doesn't matter. That it has the capacity to play the role of a heavier tank is what matters, a HAV to be reckoned with at the cost of more people behind it. Won't be popular at first, no, necessitated teamwork never is when there's an alternative. There is some calling for it though, both in playstyle preference and the solution it provides to one of the problems of heavily empowering a vehicle.
Consider it as it's own thing, in a holistic light please. Ya ain't gonna be strapped down and forced to drive it if you don't want to.
For the purpose of that consideration just pretend we have a game mode that's actually good, where HAVs have sway in aiding the push against a focused defence or in holding it, stopping any such advances. I say this because what we currently have is pretty bad all 'round and what vehicles can potentially do doesn't matter much in them. It's a very poor template for gauging vehicular capabilities since it doesn't call for most of them. |
Vethosis
843 Boot Camp
357
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Posted - 2013.06.18 23:31:00 -
[75] - Quote
Join the tank channel Void? pm this acc ingame if u don't have it. |
Void Echo
Internal Error. Negative-Feedback
225
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Posted - 2013.06.18 23:35:00 -
[76] - Quote
Poplo Furuya wrote:Void Echo wrote:and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. Right. It doesn't exist or have any indicator of it's stats other than 'buffed significantly' and it's categorically 'worthless'. This clearly isn't about looking at it from a gameplay perspective but one of personal preference, the outright dismissal isn't for a valid enough reason. Well, unless it's some notion about the simultaneous existence of team tanks and solo tanks phasing out your preferred role, the latter. Ideally it shouldn't. Solo will be more popular for pubs while team tanks will be of greater value in PC, that it's not balanced around 1 person using it means it can be buffed up into the mighty engine of destruction that a tank is meant to be. Frankly it's initial popularity doesn't matter. That it has the capacity to play the role of a heavier tank is what matters, a HAV to be reckoned with at the cost of more people behind it. Won't be popular at first, no, necessitated teamwork never is when there's an alternative. There is some calling for it though, both in playstyle preference and the solution it provides to one of the problems of heavily empowering a vehicle. Consider it as it's own thing, in a holistic light please. Ya ain't gonna be strapped down and forced to drive it if you don't want to. For the purpose of that consideration just pretend we have a game mode that's actually good, where HAVs have sway in aiding the push against a focused defence or in holding it, stopping any such advances. I say this because what we currently have is pretty bad all 'round and what vehicles can potentially do doesn't matter much in them. It's a very poor template for gauging vehicular capabilities since it doesn't call for most of them.
if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:37:00 -
[77] - Quote
the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:38:00 -
[78] - Quote
Can someone fill me in to why people thing armor HAVs are way better than shield HAVs?
The way I see it, when used correctly (armor tanks with blasters at short range, shield tanks at long range) shield tanks are more effective. Armor tanks get hit by lots of explosive AV in close quarters, while shield tanks can just see the AV coming, duck behind corners and have their shields regen (much more quickly than shields on armor tanks)
I've had more luck with a shield HAV (everything militia except for a STD missile turret) than an armor HAV (mostly STD mods mixed with militia, and a standard blaster) |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:39:00 -
[79] - Quote
Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff
AV is already much better when using teamwork, because they can cut off a vehicle's escape |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:40:00 -
[80] - Quote
Scheneighnay McBob wrote:Can someone fill me in to why people thing armor HAVs are way better than shield HAVs?
The way I see it, when used correctly (armor tanks with blasters at short range, shield tanks at long range) shield tanks are more effective. Armor tanks get hit by lots of explosive AV in close quarters, while shield tanks can just see the AV coming, duck behind corners and have their shields regen (much more quickly than shields on armor tanks)
I've had more luck with a shield HAV (everything militia except for a STD missile turret) than an armor HAV (mostly STD mods mixed with militia, and a standard blaster)
because for some reason armor tanks are faster right now... |
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Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:40:00 -
[81] - Quote
Tanks R Us, tankers join that channel. |
Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:41:00 -
[82] - Quote
void i drive llavs and i heal tanks, i carry a forge gun with me. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:42:00 -
[83] - Quote
Scheneighnay McBob wrote:Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff AV is already much better when using teamwork, because they can cut off a vehicle's escape
teamwork is fine and all but its not the point of this game, if you listen to it says your a merc fighting for yourself and your own views or for your wallet, your not fighting for your team unless you decide to. don't try to force teamwork onto the true mercs here. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:42:00 -
[84] - Quote
Vethosis wrote:void i drive llavs and i heal tanks, i carry a forge gun with me.
whats your point |
Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:43:00 -
[85] - Quote
is tehre a certain chat channel for this ? u made the OP but how r we gonna get together. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 23:47:00 -
[86] - Quote
Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance.
Why do you keep bringing up Enforcers, anyway? The problems with that tank have absolutely zero relevance to what we're talking about. |
Devil Music
Intara Direct Action Caldari State
26
|
Posted - 2013.06.18 23:50:00 -
[87] - Quote
Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal
not getting the feed back you hoped for? tankers should have a chaff module. keep off swarms for 10 seconds. also it would be sweet for AV to damage tracks and weapons on a tank. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:51:00 -
[88] - Quote
Poplo Furuya wrote:Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance. Why do you keep bringing up Enforcers, anyway? The problems with that tank have no relevance to what we're discussing that I can see.
its actually relevant because its an example of what happens to something that's forced onto tank drivers that we don't want, it never gets used and other people wonder why. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:52:00 -
[89] - Quote
Devil Music wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal not getting the feed back you hoped for? tankers should have a chaff module. keep off swarms for 10 seconds. also it would be sweet for AV to damage tracks and weapons on a tank.
actually it was more interesting than the feedback I hoped for but I didn't expect it from so little amount of players. |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:52:00 -
[90] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff AV is already much better when using teamwork, because they can cut off a vehicle's escape teamwork is fine and all but its not the point of this game, if you listen to it says your a merc fighting for yourself and your own views or for your wallet, your not fighting for your team unless you decide to. don't try to force teamwork onto the true mercs here. Did you read my post? Buffing small turrets doesn't force teamwork in vehicles- it rewards it.
And I already clarified that tanks should only be changed once there are more solo options for drivers |
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Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:52:00 -
[91] - Quote
My friend uses a Falchion and kicks ass. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 23:54:00 -
[92] - Quote
Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance. Why do you keep bringing up Enforcers, anyway? The problems with that tank have no relevance to what we're discussing that I can see. its actually relevant because its an example of what happens to something that's forced onto tank drivers that we don't want, it never gets used and other people wonder why. Funny. I thought the problem was simply that it's an overpriced turd that can't even do it's primary function right. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:55:00 -
[93] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff AV is already much better when using teamwork, because they can cut off a vehicle's escape teamwork is fine and all but its not the point of this game, if you listen to it says your a merc fighting for yourself and your own views or for your wallet, your not fighting for your team unless you decide to. don't try to force teamwork onto the true mercs here. Did you read my post? Buffing small turrets doesn't force teamwork in vehicles- it rewards it. And I already clarified that tanks should only be changed once there are more solo options for drivers
no theres nothing wrong with buffing anything unless it upsets the balance, but I could care less about the small turrets, even when there are more solo options tanks probably will be left behind due to the arrival of Jet Fighters (Im saving up my remaining sp to get those). |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:57:00 -
[94] - Quote
Poplo Furuya wrote:Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance. Why do you keep bringing up Enforcers, anyway? The problems with that tank have no relevance to what we're discussing that I can see. its actually relevant because its an example of what happens to something that's forced onto tank drivers that we don't want, it never gets used and other people wonder why. Funny. I thought the problem was simply that it's an overpriced turd that can't even do it's primary function right.
and that's WHY it infuriated tank drivers, because its worthless and ccp forced them onto us and now we don't use them. no self respecting tank driver I know has either of them. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:58:00 -
[95] - Quote
Vethosis wrote:My friend uses a Falchion and kicks ass.
they are weak, Iv killed a few of them because iv only seen very few of them ever get called out, I still kill them. |
Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:58:00 -
[96] - Quote
I can't believe they are bringing in fighter jets, the one thing I didn't want. How can we kill them? They're too fast for swarm launchers. If you put something that has a 100% auto gun, that is unfair for the jet, making it an OP gun. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 23:59:00 -
[97] - Quote
Void Echo wrote:and that's WHY it infuriated tank drivers, because its worthless and ccp forced them onto us and now we don't use them. no self respecting tank driver I know has either of them. And one half-arsed implementation of something completely different to what's being proposed invalidates it right off the bat? |
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.19 00:00:00 -
[98] - Quote
Scheneighnay McBob wrote:Can someone fill me in to why people thing armor HAVs are way better than shield HAVs?
The way I see it, when used correctly (armor tanks with blasters at short range, shield tanks at long range) shield tanks are more effective. Armor tanks get hit by lots of explosive AV in close quarters, while shield tanks can just see the AV coming, duck behind corners and have their shields regen (much more quickly than shields on armor tanks)
I've had more luck with a shield HAV (everything militia except for a STD missile turret) than an armor HAV (mostly STD mods mixed with militia, and a standard blaster)
It's because armor out classes shield in every aspect of tanking.
eHP, Repair, Resistances, etc.
What make shield suited to "long range" ?
I assume you mean railgun? No tanks get bonuses to rail turrets and neither Gallente nor Caldari have issue fitting it onto their tank. Thus making Gallente the better sniping choice aswell.
Your issue with armor/shield MLT tanks flips the otherway very quickly when you introduce STD modules and vehicles. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.19 00:01:00 -
[99] - Quote
Vethosis wrote:I can't believe they are bringing in fighter jets, the one thing I didn't want. How can we kill them? They're too fast for swarm launchers. If you put something that has a 100% auto gun, that is unfair for the jet, making it an OP gun.
the jets could possibly be the best vehicle they put into the game because its an aerial vehicle that's not as useless as a dropship, I thought we would be seeing jet fights but I did think about how I could kill from above, id imagine nearly impossible because of the speed. |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.19 00:02:00 -
[100] - Quote
Btw, tanks are good at tanking- the MMORPG term http://www.urbandictionary.com/define.php?term=tank Second definition |
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Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.19 00:02:00 -
[101] - Quote
Poplo Furuya wrote:And one half-arsed implementation of something completely different to what's being proposed invalidates it right off the bat?
you answered that yourself |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.19 00:04:00 -
[102] - Quote
Scheneighnay McBob wrote:
you do realize new eden is on the other side of the universe 20000 years from now right? |
Devil Music
Intara Direct Action Caldari State
26
|
Posted - 2013.06.19 00:06:00 -
[103] - Quote
Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance. Why do you keep bringing up Enforcers, anyway? The problems with that tank have no relevance to what we're discussing that I can see. its actually relevant because its an example of what happens to something that's forced onto tank drivers that we don't want, it never gets used and other people wonder why. Funny. I thought the problem was simply that it's an overpriced turd that can't even do it's primary function right. and that's WHY it infuriated tank drivers, because its worthless and ccp forced them onto us and now we don't use them. no self respecting tank driver I know has either of them.
Dixiewrecked |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.19 00:08:00 -
[104] - Quote
Void Echo wrote:Poplo Furuya wrote:And one half-arsed implementation of something completely different to what's being proposed invalidates it right off the bat? you answered that yourself That's not the most useful of answers. Unless you're really going with the whole angle that if trying something different failed once, don't try anything different again?
If that's right, eh...
If it ain't, elaborate please. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.19 00:09:00 -
[105] - Quote
Poplo Furuya wrote:Void Echo wrote:Poplo Furuya wrote:And one half-arsed implementation of something completely different to what's being proposed invalidates it right off the bat? you answered that yourself That's not the most useful of answers. Unless you're really going with the whole angle that if trying something different failed once, don't try anything different again? If that's right, eh... If it ain't, elaborate please.
its to not try something different that nobody wants, people want change but if its not the change they want they wont go for it. |
Scheneighnay McBob
Bojo's School of the Trades
1667
|
Posted - 2013.06.19 00:37:00 -
[106] - Quote
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 |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
88
|
Posted - 2013.06.19 00:44:00 -
[107] - Quote
As an AV, the only problem I have is the lack of an effective shield counter. Now, the flux grenade does wreck shields, but you need to be dangerously close to your foe. The plasma cannon is unreliable at best, and is a balanced weapon, good against neither, weak against neither, but, as i said, is completely unreliable at best, I have better times taking down tank shields with my mass driver, and that aint no picnic. So yeah, need a proper anti-shiel AV weapon |
Scheneighnay McBob
Bojo's School of the Trades
1667
|
Posted - 2013.06.19 00:48:00 -
[108] - Quote
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. |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 00:58:00 -
[109] - 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. |
hgghyujh
Expert Intervention Caldari State
35
|
Posted - 2013.06.19 01:08:00 -
[110] - Quote
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 |
|
Void Echo
Internal Error. Negative-Feedback
227
|
Posted - 2013.06.19 01:14:00 -
[111] - Quote
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. |
Beld Errmon
Internal Error. Negative-Feedback
654
|
Posted - 2013.06.19 01:14:00 -
[112] - 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.
I'd say it has to do with resistance profiles, though I haven't seen it confirmed anywhere but i dare say CCP is using the same resistance profiles here as they do in eve, hybrid weapons do thermal and kinetic dmg, caldari base shield resists 20% thermal 40% kinetic, while gallente base armor resists 35% to both thermal and kinetic.
Just a theory but it could explain the difference. |
Colonel Killar
DUST CORE DARKSTAR ARMY
4
|
Posted - 2013.06.19 01:15:00 -
[113] - 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 -
[114] - 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 -
[115] - 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 |
hgghyujh
Expert Intervention Caldari State
36
|
Posted - 2013.06.19 01:46:00 -
[116] - Quote
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 |
Colonel Killar
DUST CORE DARKSTAR ARMY
5
|
Posted - 2013.06.19 01:59:00 -
[117] - 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 |
Chankk Saotome
SyNergy Gaming EoN.
393
|
Posted - 2013.06.19 08:21:00 -
[118] - Quote
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. |
Captain Africa Clone1
GRIM MARCH
73
|
Posted - 2013.06.19 08:40:00 -
[119] - Quote
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 .... |
Halador Osiris
Dead Six Initiative Lokun Listamenn
405
|
Posted - 2013.06.19 12:48:00 -
[120] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what. and because of that, do you know what people are doing? dropship pilots HATE that they cant kill with their own pilot gun and LAV drivers are running people over TO GET KILLS AND KILL POINTS, the HAV is the only vehicle that has the design right imo. Maybe you guys just suck, but I'm consistently getting 12+ kills with my XT-1 Accelerated Missile turret. I frequently go over 20, and have gotten as high as 27. |
|
Commander Tuna
KILL-EM-QUICK RISE of LEGION
62
|
Posted - 2013.06.19 12:53:00 -
[121] - Quote
I believe av nades should be able to take out tanks if multiple people are throwing them at one. This does not count for militia tanks as this is already not the case. I also believe the logi lavs have to much ehp. |
Spkr4theDead
Namtar Elite Gallente Federation
190
|
Posted - 2013.06.19 13:58:00 -
[122] - 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. The balance issue turned into PRO AV vs STD vehicles when Uprising dropped. We don't have ADV vehicles. None of them say that when looking at them. The Enforcer is a joke, and Logistics doesn't count as advanced because there's only one each of Gallente and Caldari. The Scout LAVs are worse than useless, and few use the STD LAVs (Saga and Methana for those that don't know). With one top hardener running, Wiyrkomi swarms get me down to about half armor. That's just one volley. To add to that, they're fire-and-forget, which is just sad. |
Spkr4theDead
Namtar Elite Gallente Federation
190
|
Posted - 2013.06.19 14:39:00 -
[123] - Quote
Doc Noah wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank. In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514. Lol? Nobody has been spreading around Tank 514 or HAV 514. It's still AR 514.
Why should one person be able to solo a tank? |
Scheneighnay McBob
Bojo's School of the Trades
1670
|
Posted - 2013.06.19 15:17:00 -
[124] - Quote
Scout LAVs should have the PG/CPU and slots of standard LAVs, rather than militia. By looking at their bonuses, it seems like scout LAVs are meant for high-speed drivebys (higher acceleration and tracking speed, so they more or less have a built in tracking enhancer and overdrive)
Btw, can anyone that was in the imperfects during the codex build tell me the stats of black ops LAVs? Seems like black ops variants are meant to give the same bonuses as scout variants. |
Spkr4theDead
Namtar Elite Gallente Federation
190
|
Posted - 2013.06.19 15:18:00 -
[125] - Quote
gbh08 wrote: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. We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer I have PRO turrets on my tanks. What do I get for that? |
Spkr4theDead
Namtar Elite Gallente Federation
190
|
Posted - 2013.06.19 15:19:00 -
[126] - Quote
Eriknaught wrote:As a Pilot & HAV driver, I can say honestly that I feel more-or-less balanced against AV. My only issue is the Assault Dropship being so unstable that ANYTHING knocks it into the ground. It should behave the same way my Myron does, but it falls over like its half the size. Any driver shouldn't get too upset by a proto FG taking you out cuz it's doing its job as AV. Just as any infantry (AV or not), shouldn't be bothered by an HAV killing them, because it too is doing its job. We cancel each other out, therefore balance is reached. The only thing that unbalances anything is who has more teamwork, that is not an imbalance. That is all. Eriknaught out. END TRANSMISSION. STD vehicles against PRO AV is not balanced. |
Spkr4theDead
Namtar Elite Gallente Federation
190
|
Posted - 2013.06.19 15:25:00 -
[127] - Quote
PITCH- BLACK wrote:Im a tanker, heres my input
I think its hilarious when people call for an AV nerf, especially AV grenades, if they nerf AV nades, what happens to the Taxi's then. If you nerf something, it will obviously effect something else. I think in Chromosome the vehicle warfare was perfect. Maybe CCP should just change a few things to the yellow Taxi since its the only thing killing people and making them come cry on forums.
Honestly I run proto AV- lai dai, those ***** are useless, unless you actually catch a well fitted tanker out of line. So currently vehicle warfare is decent. All I say, is fix pg on militia shield tanks and Gunnlogis. I can barely fit that much on them. And then again they nerf the speed of shield tanks, like they really needed a nerf. Then improved armor tanks, made them faster. It's cheaper SP wise to get the Wiyrkomi forge than the AV grenades.
But........................................................................................... you actually have to aim a forge gun, instead of relying on a homing mechanism. |
gbh08
74656d70
28
|
Posted - 2013.06.19 15:45:00 -
[128] - Quote
Spkr4theDead wrote:gbh08 wrote: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. We have assult dropships, they have a gun turrent, no doubt there will be other vehicals with driver weapons etc, it shouldnt be a problem, i dont see why it is, i think the only point i have on this is.. theres no benifit to driving a tank solo it doesnt need that kind of nerf, which is what it would be i could image the tears and tanks nerfs that would follow if all tanks had 3 people shooting proto cannons at them lol although it does sound quite fun and im pretty sure mine might last a bit longer I have PRO turrets on my tanks. What do I get for that?
i guess given were on the internet, the standard answer would be, cookie?
Are the small proto missile turrents as rubbish as the standard ones, or are they noticeably better?
And to the dudes that blatently want to solo a tank coz theres only one driver in it, yes Mcboso (i pray for the other dudes in that corp your not leader) and popwhatever im looking at you guys, forge gun, high tower where i cant see you, watch me drive around like a confused idiot while you single handedly murk my machine
|
Poplo Furuya
Crux Special Tasks Group Gallente Federation
40
|
Posted - 2013.06.19 16:04:00 -
[129] - Quote
gbh08 wrote:To the dudes that blatently want to solo a tank coz theres only one driver in it, yes Mcboso (i pray for the other dudes in that corp your not leader) and popwhatever im looking at you guys, forge gun, high tower where i cant see you, watch me drive around like a confused idiot while you single handedly murk my machine What I want is a fierce combined arms fight and relevant dropships.
What I know is that in a game where there are fixed numbers on both sides it is problematic from a design standpoint to balance around there being 1 player who requires 2 or more to feasibly take down. This is the fundamental problem.
One solution is having the vehicle be fragile but act as a platform for weaponry which outclasses anything handheld. Needs to engage carefully and to it's strengths.
The other is to make it require multiple operators to function. As it represents a larger chunk of one side's forces it can be beefed up proportionally. This is what was being explored.
There's no reason not to do both and split them into different vehicles.
|
Charlotte O'Dell
Molon Labe. League of Infamy
540
|
Posted - 2013.06.19 16:04:00 -
[130] - Quote
The issue is not having adv and pro tanks.
So, should a proto forge or swarm be able to solo a gunlogi or maddy - absolutely. the same way a proto ar with 3 dmage mods wrecks meta 1 shield modules.
however, scaled up, a proto tank will take 3 proto av to kill, the same as a gunlogi or maddy takes 3 std av to kill. this is good balance and giving us real good, expensive, worthwile death machines, is good. if it tanks any more than 3 or more proto av to kill proto tanks, then tanks are overpowered. any less, underpowered. we have the balance in the numbers, but more than half the vehicles are missing and av gear is all there.
my demands: give us adv and pro tanks while keeping av the same |
|
ER-Bullitt
Elements Of Death Elite Omega Commission
10
|
Posted - 2013.06.19 16:04:00 -
[131] - Quote
Tank drivers who are solo, not in a squad, not on comms with other people are at a disadvantage. They will get destroyed by my forge gun as I snipe them from the safety of a roof only accessible by a dropship. I got there at the beginning of the match, I have an uplink and nanohives up there, and if you kill me I will come right back to continue my onslaught. Call me a camper, I dont care... I am here to destroy your team, vehicles, suits, installations, whatever. The best part, most of the time nobody tries to counter me.
In my squad, I also have a tanker... and a sniper, a logi, assault dudes... sometimes a logi LAV. I will switch to a sniper suit when the forge gun is no longer necessary. I tell my tanker when he is in trouble, where the enemy is pushing, where the enemy tanks are located, and he rarely dies.. because he plays smart and we support him.
If you consistently run in a squad and get out of the lone wolf tanker mentality, you will see better results. I have played numerous matches with only 1-2 deaths while I camped an elevated position for the entire game. 45,000 damage dealt, 1,100 damage received. Something is wrong with that picture. I rarely get shot at, sometimes a lone dropship pilot will come test me, but I take care of him quick. I have bested 3 dudes dropping out of a DS on my position with only a flaylock pistol. Then there are times when I get owned and the enemy truly counters me knowing I need to be dealt wih or they will continue to sustain heavy losses.
Communication is key. Dont repeat your mistakes. If you run into a squad that knows how to counter your tank dont complain that the game is broken, or AV is overpowered, learn to adapt.
EDIT: I wouldnt mind seeing HAV's and Dropships getting buffed... or proto level vehicles being made available (real proto, the type that take multiple infantry to take out) |
Charlotte O'Dell
Molon Labe. League of Infamy
540
|
Posted - 2013.06.19 16:07:00 -
[132] - Quote
Spkr4theDead wrote:Doc Noah wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank. In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514. Lol? Nobody has been spreading around Tank 514 or HAV 514. It's still AR 514. Why should one person be able to solo a tank?
Because even if tanks were potentially that powerful, youd still only have about 20 tankers who were good enough to make them worthwhile. look at tanks now. 95% of all tanks deployed are destroyed before the match ends. that 5% remaining are those A-list tankers that are prodigies at what they do, the same as there are legendary snipers (gem cutter) and forgers (cubs). It doesnt mean theyre OP- theyre just very, very good at what they do that it SEEMS unfair.
So, no, don't worry. 1 proto tank will take 3 proto av to kill the same as 3 std av to kill 1 std tank. and thats only if the tanker is one of the A-list tankers. everyone else is pretty terrible and will probably drive their tank into a wall of AV nades where having 10k EHP wont mean a thing when one man can deal 6500 damage in 3 seconds with AV nades. |
gbh08
74656d70
28
|
Posted - 2013.06.19 16:32:00 -
[133] - Quote
I agree about the proto vs adv situation
but some of you av dudes are still complaining, even though tanks are already at disadvantage, even if it did take two guys to take me solo in my tank.... AND WHAT lol its a ******* tank .. come on, it cost 8 times as much as your suit, get over it , im not saying it should take 4 plus guys to deal with one, but 2-3, hell yeah, its a TANK
I joined a match the other day with a whole team of reds, vs about 8 blues, the red team had capped everything and a chunk had gone out of the timer, our team slowly filled up, my alt has tanks, and a milita swarm launcher lol
red team has two maddys out, i dont fancy fighting them in my glass cannon logi, so took the swarm launcher to high ground with another SL guy, i have no idea how many of our team were useing swarms or other av, but there was at least 4 of us, but maybe more
we pushed them two maddys all the way to redline, and basicly kept them in a corner of the map, while all the late joining blues capped all points, even E near reds spawn, and we fecking won, and thats with less frontline dudes due to av fits being out
Also, on my main as AR user , frontline all the way, ive never had a issue with tanks, i dont expect to solo them, i avoid them like the plauge, there fecking BIG enough and SLOW enough to just keep out of the way untill someone has delt with them
And also about the whineing about 3 dudes to take a tank down, you know, you could always bring your own tank out? lol and guess what, it works with one user!!!!
|
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 17:08:00 -
[134] - 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 |
Berserker007
Imperfects Negative-Feedback
316
|
Posted - 2013.06.19 17:08:00 -
[135] - Quote
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. |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 17:11:00 -
[136] - 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 -
[137] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 17:16:00 -
[138] - 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.
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 |
Scheneighnay McBob
Bojo's School of the Trades
1677
|
Posted - 2013.06.19 17:29:00 -
[139] - Quote
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? |
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 18:03:00 -
[140] - 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?
We cannot take them turrets off at all
If they are being used or not it doesnt effect the tank fit at all so the 3 AV guys are still going against the same fit with the driver who has to do everything because hes the only one with the SP into everything that is required and the ISK to buy the thing
IN PC they are never used
If i could take them off i would but i cant |
|
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.19 18:14:00 -
[141] - Quote
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
here is the thing, you are ONLY looking at this situation to benefit yourself making things harder on AV. If you look at the amount of people who actually spec AV in a match (not looking at PC at moment, though fi do, usually its 1-2 AV people plus a tank or 2), as for once ill look at pubs. I'd guess maybe 2-3 people have proto AV in a pub match. Maybe by your standing they'd be able to take out that tank. But if look that they dont have proto AV, you are saying its fair to require 1/2 a team to go AV to kill you which essentially entails them being ripped apart by your infantry.
Essentially you are looking at people calling in proto tanks in pubs more often if they notice its random or non AV people b/c they know there wont be any chance of it being destroyed. Now i am one for not balancing based on pubs; but pub play is part of the game so there needs to be some consideration toward it..
Also for the idea that proto tanks w/ require MILLIONS of SP is your assumption. CCP can easily alter where/how/what tank req will be. Personally i wouldnt mind seeing enforcers being removed completely or make those the advanced tanks and making them better. I'd say make the enforcer tank skill what the marauder skill was, but make it a 15x skill. By doing that, you can keep the skill it has, and maybe add something to it. Then have tanks fall under the race branch (ie Caldari, etc). In doing so you'd need to up the req to to get your tanks, in which id say goes to a 12x skill. By doing that, you have your Madi/Gung as your basic, make the enforcers the adv type ( but make them better), and readd the Sagaris & Surya class as proto. It also make tankers have to think on what they really need. As coming from an infantry, i lost a lot of variation b/c of certain skills, yes tankers somewhat had it "easier" in sense of CPU & PG skills, the ease to get your Mady/Gung as its now cheaper then it use to be, and you get an upgraded LAV as well.
In that scenario, it makes skilling into those HAV worthwhile and not a sink of 4 levels. By doing so, it makes the tankers "career" path longer, and more "worthwhile. As atm, it is easier to get your basic HAV hull (which all tanker use), then it is to get a proto suit, which is usually 'required" to run proto AV effectively.
So yeah, 2-3 specc'd AV should be able to take on a proto tank w/ proto AV. Something need to remember though is, those 2 would be your only real threats in that game, while they need to worry about all 16 players. 1-2 for an adv tank, as proto AV to adv tank, needs to give a semi edge to AV by level.
But yes, to my main point and what O'dell said, proto av works fine against your tanks atm, b/c they are basic. It is not to blame AV for being to good, but to blame CCP for not having in adv & proto tanks. When those are added things will start to balance out. |
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 18:40:00 -
[142] - Quote
Berserker007 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 here is the thing, you are ONLY looking at this situation to benefit yourself making things harder on AV. If you look at the amount of people who actually spec AV in a match (not looking at PC at moment, though fi do, usually its 1-2 AV people plus a tank or 2), as for once ill look at pubs. I'd guess maybe 2-3 people have proto AV in a pub match. Maybe by your standing they'd be able to take out that tank. But if look that they dont have proto AV, you are saying its fair to require 1/2 a team to go AV to kill you which essentially entails them being ripped apart by your infantry. Essentially you are looking at people calling in proto tanks in pubs more often if they notice its random or non AV people b/c they know there wont be any chance of it being destroyed. Now i am one for not balancing based on pubs; but pub play is part of the game so there needs to be some consideration toward it.. Also for the idea that proto tanks w/ require MILLIONS of SP is your assumption. CCP can easily alter where/how/what tank req will be. Personally i wouldnt mind seeing enforcers being removed completely or make those the advanced tanks and making them better. I'd say make the enforcer tank skill what the marauder skill was, but make it a 15x skill. By doing that, you can keep the skill it has, and maybe add something to it. Then have tanks fall under the race branch (ie Caldari, etc). In doing so you'd need to up the req to to get your tanks, in which id say goes to a 12x skill. By doing that, you have your Madi/Gung as your basic, make the enforcers the adv type ( but make them better), and readd the Sagaris & Surya class as proto. It also make tankers have to think on what they really need. As coming from an infantry, i lost a lot of variation b/c of certain skills, yes tankers somewhat had it "easier" in sense of CPU & PG skills, the ease to get your Mady/Gung as its now cheaper then it use to be, and you get an upgraded LAV as well. In that scenario, it makes skilling into those HAV worthwhile and not a sink of 4 levels. By doing so, it makes the tankers "career" path longer, and more "worthwhile. As atm, it is easier to get your basic HAV hull (which all tanker use), then it is to get a proto suit, which is usually 'required" to run proto AV effectively. So yeah, 2-3 specc'd AV should be able to take on a proto tank w/ proto AV. Something need to remember though is, those 2 would be your only real threats in that game, while they need to worry about all 16 players. 1-2 for an adv tank, as proto AV to adv tank, needs to give a semi edge to AV by level. But yes, to my main point and what O'dell said, proto av works fine against your tanks atm, b/c they are basic. It is not to blame AV for being to good, but to blame CCP for not having in adv & proto tanks. When those are added things will start to balance out.
Forget balancing by pub matches
So what if i bring in a proto tank to stomp in a pub match its my choice to do so, whoever is on the other team has to deal with it and its not my problem
In PC its a different story, more organized teams, also more tanks most likely
It will take millions, the covert ops tanks required 4mil SP to use, if the proto tanks are split off into various types then it will require more SP and if mods are expanded to also basic/adv/proto then it mayeb more SP not too mention more mods and turrets with the new tanks
Your comparing basic hull to a proto suit, its no comparision but you can whack on a proto AV weapon to a milita suit anyways like you can use a proto turret on a milita tank |
Colonel Killar
DUST CORE DARKSTAR ARMY
12
|
Posted - 2013.06.19 19:13:00 -
[143] - 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 |
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.19 21:28:00 -
[144] - Quote
EnglishSnake wrote: Forget balancing by pub matches
So what if i bring in a proto tank to stomp in a pub match its my choice to do so, whoever is on the other team has to deal with it and its not my problem
In PC its a different story, more organized teams, also more tanks most likely
It will take millions, the covert ops tanks required 4mil SP to use, if the proto tanks are split off into various types then it will require more SP and if mods are expanded to also basic/adv/proto then it mayeb more SP not too mention more mods and turrets with the new tanks
Your comparing basic hull to a proto suit, its no comparision but you can whack on a proto AV weapon to a milita suit anyways like you can use a proto turret on a milita tank
First, you NEED to have balance in pub matches. Yes im a hardcore player, but if you dont balance pub games you alienate most of your players who aren't doing PC & FW, which at this time is trash anyways; and when pub matches are balanced it also helps balane PC games, as PC players PLAY PUBS TOO (simple ex; TAR). So yes, unless your *dah* special, EVERY FPS game tries to balance in pub games as that's where 99% of people play. As i bet if pub games and mechanics were balanced there'd be more people playing Dust then there are now.
PC is a totally different beast, as you'll have tanks and AV to deal with. This is how AV corresponds w/ Vehicles, not Vehicle to Vehicle, as the biggest problem there is ow horrible shield tanking is. Those are 2 different topcs.
Also, i can compare a proto suit to a basic tank hull b/c both require SP. Unless the game has changed, i was referring to SP required. As it takes ~1.2M to get a basic proto suit; whereas a Basic tank hull costs ~250k. So they gives you almost an extra 1M SP to spend at your leisure. And you know what, your proto tank SHOULD cost a lot and time to get. Your proto hull and my racial hull will be similiar in the amount of SP required to get them, so yes, its fair and balaned then.
Also you can fit a proto AV weapon on a militia suit, but is is rather poor, and you wouldn't do it. The way you can fit it is:
Caldari Militia Suit, Wiki SL, Toxin, Complex & Enhanced damage mod, basic CPU upgrade, basic Nano. Now that ONLY works b/c of the amount of SP i have into my passive skills. Otherwise that doesn't work at all.
HOWEVER, you can fit a Proto Rail on a militia Tank, and still be effective W/O PUTTING ANY SKILLS INTO ANYTHING BUT YOUR TURRET !!!! You can use either Militia tank, and either throw on a militia CPU or PG upgrade, and can run a proto rail. Yes you may be a glass cannon, but if you are using a rail as it should be (via distance), you won't have to worry that much.
So yeah, go back to the drawing board Snake, and actually test what you preach. As just debunked your entire reasoning. Go back to MAG w/ =V= who got trashed on so many times.
Next in line plz
|
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 21:40:00 -
[145] - Quote
Berserker007 wrote:EnglishSnake wrote: Forget balancing by pub matches
So what if i bring in a proto tank to stomp in a pub match its my choice to do so, whoever is on the other team has to deal with it and its not my problem
In PC its a different story, more organized teams, also more tanks most likely
It will take millions, the covert ops tanks required 4mil SP to use, if the proto tanks are split off into various types then it will require more SP and if mods are expanded to also basic/adv/proto then it mayeb more SP not too mention more mods and turrets with the new tanks
Your comparing basic hull to a proto suit, its no comparision but you can whack on a proto AV weapon to a milita suit anyways like you can use a proto turret on a milita tank
First, you NEED to have balance in pub matches. Yes im a hardcore player, but if you dont balance pub games you alienate most of your players who aren't doing PC & FW, which at this time is trash anyways; and when pub matches are balanced it also helps balane PC games, as PC players PLAY PUBS TOO (simple ex; TAR). So yes, unless your *dah* special, EVERY FPS game tries to balance in pub games as that's where 99% of people play. As i bet if pub games and mechanics were balanced there'd be more people playing Dust then there are now. PC is a totally different beast, as you'll have tanks and AV to deal with. This is how AV corresponds w/ Vehicles, not Vehicle to Vehicle, as the biggest problem there is ow horrible shield tanking is. Those are 2 different topcs. Also, i can compare a proto suit to a basic tank hull b/c both require SP. Unless the game has changed, i was referring to SP required. As it takes ~1.2M to get a basic proto suit; whereas a Basic tank hull costs ~250k. So they gives you almost an extra 1M SP to spend at your leisure. And you know what, your proto tank SHOULD cost a lot and time to get. Your proto hull and my racial hull will be similiar in the amount of SP required to get them, so yes, its fair and balaned then. Also you can fit a proto AV weapon on a militia suit, but is is rather poor, and you wouldn't do it. The way you can fit it is: Caldari Militia Suit, Wiki SL, Toxin, Complex & Enhanced damage mod, basic CPU upgrade, basic Nano. Now that ONLY works b/c of the amount of SP i have into my passive skills. Otherwise that doesn't work at all. HOWEVER, you can fit a Proto Rail on a militia Tank, and still be effective W/O PUTTING ANY SKILLS INTO ANYTHING BUT YOUR TURRET !!!! You can use either Militia tank, and either throw on a militia CPU or PG upgrade, and can run a proto rail. Yes you may be a glass cannon, but if you are using a rail as it should be (via distance), you won't have to worry that much. So yeah, go back to the drawing board Snake, and actually test what you preach. As just debunked your entire reasoning. Go back to MAG w/ =V= who got trashed on so many times. Next in line plz
lol you think you done?
You dont balance a game with results from pub matches where it can be groups vs solo randoms - you do that and the entrie game will be broken even more than it is now, what is wrong with you? its as bad as trying to balance AV and vehicles from results in ambush its a bad idea and a stupid one at that
Its why PC is much better for stat collectiing and balancing because its organized teams in full proto going at each other
But whats better is having a testing room to see if everything working how it should be
We dont have proto vehicles so no you cant compare unless you can see into the future, for all we know a proto mauruader may be a 15x skill and cost more SP overall
The free suit with proto AV can work and does, try it with a milita tank where the turret alone costs 1mil and gives you 3 shots, if both went up against each other the AV would win easily
Im on the drawing board, you must be out of the classroom and in detention because them are some bad ideas and examples you better think of some better ones while you stay behind and write lines |
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.19 22:17:00 -
[146] - Quote
EnglishSnake wrote:Berserker007 wrote:EnglishSnake wrote: Forget balancing by pub matches
So what if i bring in a proto tank to stomp in a pub match its my choice to do so, whoever is on the other team has to deal with it and its not my problem
In PC its a different story, more organized teams, also more tanks most likely
It will take millions, the covert ops tanks required 4mil SP to use, if the proto tanks are split off into various types then it will require more SP and if mods are expanded to also basic/adv/proto then it mayeb more SP not too mention more mods and turrets with the new tanks
Your comparing basic hull to a proto suit, its no comparision but you can whack on a proto AV weapon to a milita suit anyways like you can use a proto turret on a milita tank
First, you NEED to have balance in pub matches. Yes im a hardcore player, but if you dont balance pub games you alienate most of your players who aren't doing PC & FW, which at this time is trash anyways; and when pub matches are balanced it also helps balane PC games, as PC players PLAY PUBS TOO (simple ex; TAR). So yes, unless your *dah* special, EVERY FPS game tries to balance in pub games as that's where 99% of people play. As i bet if pub games and mechanics were balanced there'd be more people playing Dust then there are now. PC is a totally different beast, as you'll have tanks and AV to deal with. This is how AV corresponds w/ Vehicles, not Vehicle to Vehicle, as the biggest problem there is ow horrible shield tanking is. Those are 2 different topcs. Also, i can compare a proto suit to a basic tank hull b/c both require SP. Unless the game has changed, i was referring to SP required. As it takes ~1.2M to get a basic proto suit; whereas a Basic tank hull costs ~250k. So they gives you almost an extra 1M SP to spend at your leisure. And you know what, your proto tank SHOULD cost a lot and time to get. Your proto hull and my racial hull will be similiar in the amount of SP required to get them, so yes, its fair and balaned then. Also you can fit a proto AV weapon on a militia suit, but is is rather poor, and you wouldn't do it. The way you can fit it is: Caldari Militia Suit, Wiki SL, Toxin, Complex & Enhanced damage mod, basic CPU upgrade, basic Nano. Now that ONLY works b/c of the amount of SP i have into my passive skills. Otherwise that doesn't work at all. HOWEVER, you can fit a Proto Rail on a militia Tank, and still be effective W/O PUTTING ANY SKILLS INTO ANYTHING BUT YOUR TURRET !!!! You can use either Militia tank, and either throw on a militia CPU or PG upgrade, and can run a proto rail. Yes you may be a glass cannon, but if you are using a rail as it should be (via distance), you won't have to worry that much. So yeah, go back to the drawing board Snake, and actually test what you preach. As just debunked your entire reasoning. Go back to MAG w/ =V= who got trashed on so many times. Next in line plz lol you think you done? You dont balance a game with results from pub matches where it can be groups vs solo randoms - you do that and the entrie game will be broken even more than it is now, what is wrong with you? its as bad as trying to balance AV and vehicles from results in ambush its a bad idea and a stupid one at that Its why PC is much better for stat collectiing and balancing because its organized teams in full proto going at each other But whats better is having a testing room to see if everything working how it should be We dont have proto vehicles so no you cant compare unless you can see into the future, for all we know a proto mauruader may be a 15x skill and cost more SP overall The free suit with proto AV can work and does, try it with a milita tank where the turret alone costs 1mil and gives you 3 shots, if both went up against each other the AV would win easily Im on the drawing board, you must be out of the classroom and in detention because them are some bad ideas and examples you better think of some better ones while you stay behind and write lines
if you took the time to read my first post; i gave a possibility on how tank advanced could work; which is what i was basing the SP advancement on.
As to where to collect data; you need it from all sources. That includes PC and pubs alike. You need balance in them all; as if a pub isnt balance who will want to play then ?
As pub play is part of the game, so needs balance. What makes you so special that your tank should be an i win button in a pub match ? Anything should be have the chance to be destroyed; which means sometimes you need to cater to the less competent (which i cant believe im saying), but you should feel risk in calling out what would be a proto tank in a pub. If there is no fear that you'll be destroyed then there is something wrong with the game.
I will agree, we need a testing room or something; as anyone who has been here long enough knows CCP internal testing is trash, and should all be fired, as that salary should be used for a test server.
But overall, this game needs to be balance throughout, meaning PC/FW/Pub/Null ,everything. You need to have the same fear of taking out a proto suit in a pub as you do a PC match (only difference is you know ull die in a PC match more). Same goes w/ tanks. You should have fear of being destroyed in a pub, as you would in a PC, except you know it'd happen more in a PC match
Overall, im simply sick of the AV-Vehicle topic; as there are to many people who won't budge on whether there side is OP/UP/etc . There are select few i respect in this area (many of which aren't the ones posting here) for their beliefs and being able to see both sides of the coin. To many want one side of the coin to be useless so they have an easier time |
Zedra Faiolin
Ill Omens EoN.
1
|
Posted - 2013.06.19 22:33:00 -
[147] - Quote
As a sniper and arguably someone who has very little vested in this the only things I would like to see are some kind of bonus effects in these situations. grenades cause destabilized driving in lavs. No bonus vs havs. Plasma cannon hits absorbed fully by shields causes afterburner lockouts/deactivation. Swarms fully absorbed by armor causes a 1-2sec stun or movement lock. Turret still operational. Forge gun is vehicle snipes prolly doesn't need a perk. on the vehicle side something needs to be done to get the havs a positive reason to get off the red line. Make "siege" modem m-arties to fulfill the bombardment role. Or maybe bombers will fix this. Not everything should be plus/minus dmg. |
EnglishSnake
Zumari Force Projection Caldari State
1317
|
Posted - 2013.06.19 22:34:00 -
[148] - Quote
Berserker007 wrote:EnglishSnake wrote:
lol you think you done?
You dont balance a game with results from pub matches where it can be groups vs solo randoms - you do that and the entrie game will be broken even more than it is now, what is wrong with you? its as bad as trying to balance AV and vehicles from results in ambush its a bad idea and a stupid one at that
Its why PC is much better for stat collectiing and balancing because its organized teams in full proto going at each other
But whats better is having a testing room to see if everything working how it should be
We dont have proto vehicles so no you cant compare unless you can see into the future, for all we know a proto mauruader may be a 15x skill and cost more SP overall
The free suit with proto AV can work and does, try it with a milita tank where the turret alone costs 1mil and gives you 3 shots, if both went up against each other the AV would win easily
Im on the drawing board, you must be out of the classroom and in detention because them are some bad ideas and examples you better think of some better ones while you stay behind and write lines
if you took the time to read my first post; i gave a possibility on how tank advanced could work; which is what i was basing the SP advancement on. As to where to collect data; you need it from all sources. That includes PC and pubs alike. You need balance in them all; as if a pub isnt balance who will want to play then ? As pub play is part of the game, so needs balance. What makes you so special that your tank should be an i win button in a pub match ? Anything should be have the chance to be destroyed; which means sometimes you need to cater to the less competent (which i cant believe im saying), but you should feel risk in calling out what would be a proto tank in a pub. If there is no fear that you'll be destroyed then there is something wrong with the game. I will agree, we need a testing room or something; as anyone who has been here long enough knows CCP internal testing is trash, and should all be fired, as that salary should be used for a test server. But overall, this game needs to be balance throughout, meaning PC/FW/Pub/Null ,everything. You need to have the same fear of taking out a proto suit in a pub as you do a PC match (only difference is you know ull die in a PC match more). Same goes w/ tanks. You should have fear of being destroyed in a pub, as you would in a PC, except you know it'd happen more in a PC match Overall, im simply sick of the AV-Vehicle topic; as there are to many people who won't budge on whether there side is OP/UP/etc . There are select few i respect in this area (many of which aren't the ones posting here) for their beliefs and being able to see both sides of the coin. To many want one side of the coin to be useless so they have an easier time
Never said i want it to be an i win button but its a tank it needs to be a tank espc at proto level which means it needs to stand up to proto at least but if im a pub match with a bunch of muppets and i bring out a proto tank and they only have milita/basic i will stomp on them most likely and my tank will survive and so it should, if they bring out proto then so be it
Pubs is pubs, random ppl in random matches and only way to balance is matchmaking or by basic/advanced/proto levels and also maybe soloplay and groups
But this is just 1 vehicle, the dropship is ****** right now and next to unusable anyways and that has a serious problem worse than the tank
Either way why should a give a **** CCP are adding a AA HAV for all the dropships which are plaguing the skies so much |
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.19 23:04:00 -
[149] - Quote
EnglishSnake wrote:
Never said i want it to be an i win button but its a tank it needs to be a tank espc at proto level which means it needs to stand up to proto at least but if im a pub match with a bunch of muppets and i bring out a proto tank and they only have milita/basic i will stomp on them most likely and my tank will survive and so it should, if they bring out proto then so be it
Pubs is pubs, random ppl in random matches and only way to balance is matchmaking or by basic/advanced/proto levels and also maybe soloplay and groups
But this is just 1 vehicle, the dropship is ****** right now and next to unusable anyways and that has a serious problem worse than the tank
Either way why should a give a **** CCP are adding a AA HAV for all the dropships which are plaguing the skies so much
Know you didnt say you wanted an i win button; but idk how long you've been playig; but back in E3/Codex days; the Sagaris & Suryas, they took 3+ people w/ AV to kill them, and even then it was just iffy if you'd get the kill. I understand tankers opinion more from my alt; but at same time, being AV im nervous people want to go back down that road, where 3-4 proto AV wouldn't kill a tank. Yes, i think 2-3 for a proto tank, pending on type and what is being used and setups is fine, but 3+ is to much.
Either way, only CCP can really fix this and it isn't in buffing or nerfing AV or vehicles, its simply ad |
Charlotte O'Dell
Molon Labe. League of Infamy
543
|
Posted - 2013.06.19 23:38:00 -
[150] - Quote
Scheneighnay McBob wrote:EnglishSnake wrote:Berserker007 wrote:Charlotte O'Dell wrote:The issue is not having adv and pro tanks.
So, should a proto forge or swarm be able to solo a gunlogi or maddy - absolutely. the same way a proto ar with 3 dmage mods wrecks meta 1 shield modules.
however, scaled up, a proto tank will take 3 proto av to kill, the same as a gunlogi or maddy takes 3 std av to kill. this is good balance and giving us real good, expensive, worthwile death machines, is good. if it tanks any more than 3 or more proto av to kill proto tanks, then tanks are overpowered. any less, underpowered. we have the balance in the numbers, but more than half the vehicles are missing and av gear is all there.
my demands: give us adv and pro tanks while keeping av the same wisdom in those words; as being on the AV side (and semi tank) side i couldn't agree. Only thing id "disagree" on is the amount of proto av vs proto tank of 3. Reason is since you compare 1 proto av to 3 basic; that mains 9 basic to 1 proto tank which is a bit to much; as thats over 50% of a team. I'd say 2 proto AV shoudl suffice against a proto tank; and 1-2 for an advanced tank. I'd also be interested in seeing what adv & proto tanks do; both stats and module wise. Why shouldnt it be half the team to take out a proto tank At this rate to get proto vehicles it will require millions of SP for just 1 type of proto vehicle not too mention the massive ISK sink Enforcers milita grade tanks cost 1.2mil per hull, proto fully fitted will prob be closer to 10mil while proto AV is generally 500k if that and basic AV being less than 20k Damn right it should be at least half of the team trying to pound on it if they all milita/basic AV scrubs The logic of an HAV needing 3 people of the same tier to destroy it is broken anyway- how many times are the 2 small turrets actually doing anything but farming assits?
Hm, I think I can live with it taking 2 skilled proto players to kill the average proto tanker. Of course, there are those guys who know tanks better than anyone and it'll take 3 or even 4, but that kind of skill is SO rare that it shouldnt be an issue. If it takes 2 fully specced AV guys to kill my proto tank, fine. I mean, honestly, the likelihood of an entire team of AV guys is pretty much 1 in 50. |
|
Charlotte O'Dell
Molon Labe. League of Infamy
543
|
Posted - 2013.06.19 23:41:00 -
[151] - Quote
Berserker007 wrote:EnglishSnake wrote:
Never said i want it to be an i win button but its a tank it needs to be a tank espc at proto level which means it needs to stand up to proto at least but if im a pub match with a bunch of muppets and i bring out a proto tank and they only have milita/basic i will stomp on them most likely and my tank will survive and so it should, if they bring out proto then so be it
Pubs is pubs, random ppl in random matches and only way to balance is matchmaking or by basic/advanced/proto levels and also maybe soloplay and groups
But this is just 1 vehicle, the dropship is ****** right now and next to unusable anyways and that has a serious problem worse than the tank
Either way why should a give a **** CCP are adding a AA HAV for all the dropships which are plaguing the skies so much
Know you didnt say you wanted an i win button; but idk how long you've been playig; but back in E3/Codex days; the Sagaris & Suryas, they took 3+ people w/ AV to kill them, and even then it was just iffy if you'd get the kill. I understand tankers opinion more from my alt; but at same time, being AV im nervous people want to go back down that road, where 3-4 proto AV wouldn't kill a tank. Yes, i think 2-3 for a proto tank, pending on type and what is being used and setups is fine, but 3+ is to much. Either way, only CCP can really fix this and it isn't in buffing or nerfing AV or vehicles, its simply ad
Yes, 3+ for an average skilled tanker is ridiculous. 2 for an average tanker, and 3 (maybe 4) for the god-level tankers (we all know who they are bc you can count them with your digits) is fair, the same as you've got those guys who will go 42:0 with an AR (im thinking of James from Internal Error. lol) Is his gear overpowered- no. He is overpowered and the same goes for tanks. |
Charlotte O'Dell
Molon Labe. League of Infamy
543
|
Posted - 2013.06.19 23:43:00 -
[152] - Quote
New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
45
|
Posted - 2013.06.20 00:16:00 -
[153] - Quote
Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. I suppose I wouldn't be popular if I resurfaced the prior discussion on solo tanks versus team tanks. Not popular with current tankers, never did have the core reason behind the idea properly addressed though. At all. I'll let it settle for this thread when it is, regardless of if I like the answer.
For a 2-man tank, separated driver and gunner, 2 AV users to suppress, 4 to burst damage hard enough for a chance of destruction in the act of suppression. 3 on the hunt to have a decent chance of seek and destroy, 4+ for good chance. Seek and destroy rendered impractical if it's among infantry support.
If it's a solo tank 1 to suppress, 2 to burst damage hard enough for a decent chance of destruction if it doesn't rapidly break their fire. 2 on the hunt to have a very good chance at seek and destroy. Infantry support makes seek and destroy at least a 3 man job but still suffering reduced chances even with additional numbers. |
Charlotte O'Dell
Molon Labe. League of Infamy
544
|
Posted - 2013.06.20 00:20:00 -
[154] - Quote
Poplo Furuya wrote:Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. I suppose I wouldn't be popular if I resurfaced the prior discussion on solo tanks versus team tanks. Not popular with current tankers, never did have the core reason behind the idea properly addressed though. At all. I'll let it settle for this thread when it is, regardless of if I like the answer. For a 2-man tank, separated driver and gunner, 2 AV users to suppress, 4 to burst damage hard enough for a chance of destruction in the act of suppression. 3 on the hunt to have a moderate chance of seek and destroy, 4+ for good chance. Seek and destroy rendered impractical if it's among infantry support. If it's a solo tank 1 to suppress, 2 to burst damage hard enough for a decent chance of destruction if it doesn't rapidly break their fire. 2 on the hunt to have a very good chance at seek and destroy. Infantry support makes seek and destroy at least a 3 man job but still suffering reduced chances even with additional numbers. It's not one or the other, either. No reason they can't both exist.
Here's the funny thing about tanks with infantry: infantry make tanks OP; not the other way around. If all my infantry are engaging the enemy AV, then i can go ham. That being said, even if i have no infantry support, one std av should never be able to solo me. ever., but 2 or 3 firing in unison, then yeah, i'd say so. |
Scheneighnay McBob
Bojo's School of the Trades
1679
|
Posted - 2013.06.20 00:26:00 -
[155] - Quote
Charlotte O'Dell wrote:Poplo Furuya wrote:Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. I suppose I wouldn't be popular if I resurfaced the prior discussion on solo tanks versus team tanks. Not popular with current tankers, never did have the core reason behind the idea properly addressed though. At all. I'll let it settle for this thread when it is, regardless of if I like the answer. For a 2-man tank, separated driver and gunner, 2 AV users to suppress, 4 to burst damage hard enough for a chance of destruction in the act of suppression. 3 on the hunt to have a moderate chance of seek and destroy, 4+ for good chance. Seek and destroy rendered impractical if it's among infantry support. If it's a solo tank 1 to suppress, 2 to burst damage hard enough for a decent chance of destruction if it doesn't rapidly break their fire. 2 on the hunt to have a very good chance at seek and destroy. Infantry support makes seek and destroy at least a 3 man job but still suffering reduced chances even with additional numbers. It's not one or the other, either. No reason they can't both exist. Here's the funny thing about tanks with infantry: infantry make tanks OP; not the other way around. If all my infantry are engaging the enemy AV, then i can go ham. That being said, even if i have no infantry support, one std av should never be able to solo me. ever., but 2 or 3 firing in unison, then yeah, i'd say so. Infantry and vehicles have a symbiotic relationship- infantry swat AVers, and vehicles send the enemy infantry running for cover |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
45
|
Posted - 2013.06.20 00:32:00 -
[156] - Quote
Scheneighnay McBob wrote:Charlotte O'Dell wrote:Poplo Furuya wrote:Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair. I suppose I wouldn't be popular if I resurfaced the prior discussion on solo tanks versus team tanks. Not popular with current tankers, never did have the core reason behind the idea properly addressed though. At all. I'll let it settle for this thread when it is, regardless of if I like the answer. For a 2-man tank, separated driver and gunner, 2 AV users to suppress, 4 to burst damage hard enough for a chance of destruction in the act of suppression. 3 on the hunt to have a moderate chance of seek and destroy, 4+ for good chance. Seek and destroy rendered impractical if it's among infantry support. If it's a solo tank 1 to suppress, 2 to burst damage hard enough for a decent chance of destruction if it doesn't rapidly break their fire. 2 on the hunt to have a very good chance at seek and destroy. Infantry support makes seek and destroy at least a 3 man job but still suffering reduced chances even with additional numbers. It's not one or the other, either. No reason they can't both exist. Here's the funny thing about tanks with infantry: infantry make tanks OP; not the other way around. If all my infantry are engaging the enemy AV, then i can go ham. That being said, even if i have no infantry support, one std av should never be able to solo me. ever., but 2 or 3 firing in unison, then yeah, i'd say so. Infantry and vehicles have a symbiotic relationship- infantry swat AVers, and vehicles send the enemy infantry running for cover Aye, this is absolutely how it should be. If the infantry game and the vehicle game aren't integrated this is a problem.
Frankly this is true right now on quite a few levels. The problem is not necessarily infantry or vehicles right now, it's mainly the game modes we currently have to work with. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
62
|
Posted - 2013.06.20 00:32:00 -
[157] - Quote
One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. |
Charlotte O'Dell
Molon Labe. League of Infamy
546
|
Posted - 2013.06.20 00:34:00 -
[158] - Quote
Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks.
What proto tanks? |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
62
|
Posted - 2013.06.20 00:43:00 -
[159] - Quote
Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial ones. |
Charlotte O'Dell
Molon Labe. League of Infamy
550
|
Posted - 2013.06.20 00:47:00 -
[160] - Quote
Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers.
So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less? |
|
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.20 01:20:00 -
[161] - Quote
Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair.
I agree, 2 avg proto AV against 1 avg proto tank is about fair. Plus the AV'ers may have dffer setups etc, so things may be faster or slower for the kill. I know even now against the good tankers, my usually 3-4 never works; it always hit 1-2 then they withdraw so never get the kill.
My most proud kill in any AV sense was when i solo'd Noc's Sagaris back in Chromo . Made me feel all warm and fuzzy inside |
Berserker007
Imperfects Negative-Feedback
317
|
Posted - 2013.06.20 01:23:00 -
[162] - Quote
Charlotte O'Dell wrote:Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers. So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
what AV level are the people using? as that is a big determinant. Personally, i say if is in regards to proto, then NO. 1 should suffice, b/c by being destroyed teaches the tanker something about knowing his abilities, his surroundings, and makes you a better player. Sometimes you need that one person on the other team to make you think twice about what you want to do |
Void Echo
Internal Error. Negative-Feedback
235
|
Posted - 2013.06.20 01:41:00 -
[163] - Quote
I agree, it should require at least 2 people to kill one of us off, that would eliminate the aspect of soloing tanks, but if the AV gear is a higher tier than your tank is, yes it should be easier to be soloed but not instant unless your tankind standard hav vs proto av in which case should be soloed. |
Taurion Bruni
Nightingale Logistics Pty Ltd
59
|
Posted - 2013.06.20 01:47:00 -
[164] - Quote
Just putting my ideas out there, but I think that if someone puts a mil isk into a vehicle, then it should not go down easy unless the group attacking it has a combined isk cost of ~1mil, that way, you fell as if an investment was lost because the other team invested the same or even more to try and destroy you. a tank on tank battle, for instance, seems fair because they are similar in cost, and it comes to the skill of the player.
comment on what you think, just a roaming dropship lost in the forms |
Void Echo
Internal Error. Negative-Feedback
235
|
Posted - 2013.06.20 02:03:00 -
[165] - Quote
Taurion Bruni wrote:Just putting my ideas out there, but I think that if someone puts a mil isk into a vehicle, then it should not go down easy unless the group attacking it has a combined isk cost of ~1mil, that way, you fell as if an investment was lost because the other team invested the same or even more to try and destroy you. a tank on tank battle, for instance, seems fair because they are similar in cost, and it comes to the skill of the player.
comment on what you think, just a roaming dropship lost in the forms
that..... actually a sensible idea |
undeadsoldier90
Hellstorm Inc League of Infamy
567
|
Posted - 2013.06.20 03:00:00 -
[166] - Quote
The problem..... proto av vs standard tank. Imbalance.
Balance? PROTO TANK vs PROTO AV issue resolved.
At least untill ccp gives us our proto tanks that are prob going to suck.
Proper proto tank
A LOT more cpu/pg
A LOT more ehp
2 slots one high and one low.
|
Void Echo
Internal Error. Negative-Feedback
235
|
Posted - 2013.06.20 03:10:00 -
[167] - Quote
undeadsoldier90 wrote:The problem..... proto av vs standard tank. Imbalance.
Balance? PROTO TANK vs PROTO AV issue resolved.
At least untill ccp gives us our proto tanks that are prob going to suck.
Proper proto tank
A LOT more cpu/pg
A LOT more ehp
2 slots one high and one low.
not to mention bonuses to that will have effect on which way the game turns. |
undeadsoldier90
Hellstorm Inc League of Infamy
567
|
Posted - 2013.06.20 03:13:00 -
[168] - Quote
Void Echo wrote:undeadsoldier90 wrote:The problem..... proto av vs standard tank. Imbalance.
Balance? PROTO TANK vs PROTO AV issue resolved.
At least untill ccp gives us our proto tanks that are prob going to suck.
Proper proto tank
A LOT more cpu/pg
A LOT more ehp
2 slots one high and one low.
not to mention bonuses to that will have effect on which way the game turns.
A full sqd of GOOD players geared up will have more of an effect than 6 tanks with proto blasters.
|
Aliakin Koreck
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.06.20 05:39:00 -
[169] - Quote
Wait for proto tanks to come back before flipping out. |
Charlotte O'Dell
Molon Labe. League of Infamy
552
|
Posted - 2013.06.20 07:18:00 -
[170] - Quote
undeadsoldier90 wrote:Void Echo wrote:undeadsoldier90 wrote:The problem..... proto av vs standard tank. Imbalance.
Balance? PROTO TANK vs PROTO AV issue resolved.
At least untill ccp gives us our proto tanks that are prob going to suck.
Proper proto tank
A LOT more cpu/pg
A LOT more ehp
2 slots one high and one low.
not to mention bonuses to that will have effect on which way the game turns. A full sqd of GOOD players geared up will have more of an effect than 6 tanks with proto blasters.
No team in their right mind would ever pull 6 proto tanks in a PC battle- which is where this game needs to be balanced around. Not scrub pubs. |
|
Charlotte O'Dell
Molon Labe. League of Infamy
552
|
Posted - 2013.06.20 07:20:00 -
[171] - Quote
Berserker007 wrote:Charlotte O'Dell wrote:Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers. So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less? what AV level are the people using? as that is a big determinant. Personally, i say if is in regards to proto, then NO. 1 should suffice, b/c by being destroyed teaches the tanker something about knowing his abilities, his surroundings, and makes you a better player. Sometimes you need that one person on the other team to make you think twice about what you want to do
Well, of course, 1 adv or proto av can still solo a std tank, but a proto tank vs proto av, unless the tanker is really stupid or the AV guy is a god in his own right, it should not be soloing tank. |
Charlotte O'Dell
Molon Labe. League of Infamy
552
|
Posted - 2013.06.20 07:22:00 -
[172] - Quote
Charlotte O'Dell wrote:Commander Tuna wrote:Charlotte O'Dell wrote:Commander Tuna wrote:One man using proto avs should not be able to take out a proto tank, and in fact they cannot unless the tanker is real stupid thoughI have never seen this happen. All the proto tanks I have seen have been just that, tanks. This thread is just about people getting mad when they lose big money on tanks. What proto tanks? My bad I meant the racial enforcers. So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
It seems a lot of tankers and AV, thus far, are saying that 2 std av vs 1 std tank is the right balance for a 95% kill rate averaged out over all encounters on all maps in all modes, if the players are average-skill.
Scaled up, that's 2:1, AV:TANK of same level for perfect balance. Anyone disagree? |
EnglishSnake
Zumari Force Projection Caldari State
1318
|
Posted - 2013.06.20 12:16:00 -
[173] - Quote
Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair.
I still say 2/3
We need all the vehicles from all races including MAVs and jets and speeders tbh and the new turrets and basic changes with adv/proto vehicles
Once its all in then we can see how it will work out because PC is generally where it will be proto AV/vehicles fighting each other |
ER-Bullitt
Elements Of Death Elite Omega Commission
11
|
Posted - 2013.06.20 13:36:00 -
[174] - Quote
Charlotte O'Dell wrote:New topic of discussion:
Should it take 2 average skill proto AV to kill 1 average skill proto tank? More? Less?
My vote is for 2 because if we say 'average skill', that's still 95% of the tanker population. The true diehard tankers will still take 3 or even 4 if they have good infantry. That seems very fair.
2-3 sounds good
Most tanks (all but the really good drivers) die too easy if they are in LOS of a proto forge these days. Then figure 2 players.. Pro Forge + Pro Swarms/Nades ... no tank stands a chance. They need buffs .. its pretty obvious. |
Scheneighnay McBob
Bojo's School of the Trades
1686
|
Posted - 2013.06.20 14:20:00 -
[175] - Quote
Charlotte O'Dell wrote: So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
If a solo HAV pilot is outnumbered by average (non militia) AVers, then yes, they should destroy them the majority of the time. However, small turrets need to be more effective so a full tank is actually a much bigger threat than a solo tank.
Another question: should forge guns have a bigger bite than large railguns? I say yes, because heavies are very slow, and more vulnerable than HAVs |
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.20 22:55:00 -
[176] - Quote
Aliakin Koreck wrote:Wait for proto tanks to come back before flipping out.
Less questions when these come back. |
Void Echo
Internal Error. Negative-Feedback
243
|
Posted - 2013.06.20 23:06:00 -
[177] - Quote
Scheneighnay McBob wrote:Charlotte O'Dell wrote: So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
If a solo HAV pilot is outnumbered by average (non militia) AVers, then yes, they should destroy them the majority of the time. However, small turrets need to be more effective so a full tank is actually a much bigger threat than a solo tank. Another question: should forge guns have a bigger bite than large railguns? I say yes, because heavies are very slow, and more vulnerable than HAVs
the 1st statement is wrong, even if the tank driver is solo, that doesn't mean hes a ****** like the blues are, I mainly go solo now and I kill of all infantry that goes against me unless its 5vme in which case im screwed and need to get the hell out of there. and your last statement is highly wrong, how the hell should a human size weapon be more powerful than a car size weapon? |
Scheneighnay McBob
Bojo's School of the Trades
1693
|
Posted - 2013.06.20 23:17:00 -
[178] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Charlotte O'Dell wrote: So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
If a solo HAV pilot is outnumbered by average (non militia) AVers, then yes, they should destroy them the majority of the time. However, small turrets need to be more effective so a full tank is actually a much bigger threat than a solo tank. Another question: should forge guns have a bigger bite than large railguns? I say yes, because heavies are very slow, and more vulnerable than HAVs the 1st statement is wrong Nope |
Void Echo
Internal Error. Negative-Feedback
243
|
Posted - 2013.06.20 23:19:00 -
[179] - Quote
Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Charlotte O'Dell wrote: So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
If a solo HAV pilot is outnumbered by average (non militia) AVers, then yes, they should destroy them the majority of the time. However, small turrets need to be more effective so a full tank is actually a much bigger threat than a solo tank. Another question: should forge guns have a bigger bite than large railguns? I say yes, because heavies are very slow, and more vulnerable than HAVs the 1st statement is wrong Nope
yeah it is because its stating that no tank driver is competent and reliable in which case it is wrong.
if an hav is out numbered 2 v 1 then the odds should vary depending on what the type there are.
Militia HAV vs 2 militia AV- HAV should be victorious.
Militia HAV vs 2 standard AV- HAV should be hurt but not killed
Militia HAV vs 2 advanced AV- HAV has been destroyed
Standard HAV vs 2 militia AV- HAV wins hands down
Standard HAV vs Standard AV- both are hurt and sent to retreat
Standard HAV vs Advanced AV- HAV is Damaged
Standard HAV vs Prototype AV- HAV is destroyed.
and continues on.
but if its 1 tank vs 3 av, the odds should be in favor of the av BUT if the pilot of the HAV knows what there doing, it wont matter, HAV will come out on top. |
Scheneighnay McBob
Bojo's School of the Trades
1693
|
Posted - 2013.06.20 23:23:00 -
[180] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:Scheneighnay McBob wrote:Charlotte O'Dell wrote: So here is my question: Should the average tanker (think about the average tanker you see in a game that dies in the first 5 minutes of deploying his tank - 95% of all tanks) require 2 or 3 average av players to kill him with a 90% success rate averaged out over every possible scenario? or more? or less?
If a solo HAV pilot is outnumbered by average (non militia) AVers, then yes, they should destroy them the majority of the time. However, small turrets need to be more effective so a full tank is actually a much bigger threat than a solo tank. Another question: should forge guns have a bigger bite than large railguns? I say yes, because heavies are very slow, and more vulnerable than HAVs the 1st statement is wrong Nope yeah it is because its stating that no tank driver is competent and reliable in which case it is wrong. Actually, it's stating that 2 average AVers (who put SP in) should usually beat the average HAV. Keep in mind the average HAV atm is militia, and the average non-militia AVer uses advanced.
That's how it works now, that's how it should stay |
|
Void Echo
Internal Error. Negative-Feedback
243
|
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
|
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
|
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
|
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
|
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
|
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? |
|
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
|
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
|
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
|
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 |
|
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
|
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
|
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
|
Posted - 2013.06.21 05:40:00 -
[205] - Quote
does this really belong in feedback? |
WeapondigitX V7
Planetary Response Organization
14
|
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
|
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. |
|
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. |
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