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4447
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Posted - 2013.06.20 20:49:00 -
[1] - Quote
Like the title says...
Little bit of info for you all, if tanks had ammo they would have to decide to keep the ammo depot or destroy them. |
4447
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754
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Posted - 2013.06.20 21:00:00 -
[2] - Quote
Xocoyol Zaraoul wrote:The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact.
What if they take out the default one in your base? |
4447
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754
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Posted - 2013.06.20 21:12:00 -
[3] - Quote
N1ck Comeau wrote:Tanks are fine with unlimited ammo.
Maybe when they give adv and pro tanks then ya sure.
Unlimited ammo doesn't make the game flow in my opinion.
A)so your fighting over objective A, and a tank is spewing fire on the objective. there's no let up on objective and the tank is to strong for AV and the tank is a killing machine.
B) So your fighting over objective A, and a tank is spewing fire on the objective. just when you think this game has just been lost the tank has to resupply and and the game dynamics change. |
4447
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755
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Posted - 2013.06.20 21:33:00 -
[4] - Quote
Medic 1879 wrote:4447 wrote:Xocoyol Zaraoul wrote:The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact. What if they take out the default one in your base? Recall tank then call in another ammo worrys solved. However being able to change the ammo would be nice like emp missles or something.
If it changes the dynamic of the game for 30 secs then i'm all for it. |
4447
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Posted - 2013.06.20 22:12:00 -
[5] - Quote
Xocoyol Zaraoul wrote:4447 wrote:[quote=N1ck Comeau] A)so your fighting over objective A, and a tank is spewing fire on the objective. there's no let up on objective and the tank is to strong for AV and the tank is a killing machine. In DUST there is no such thing as "the tank is too strong for AV." If two-four people with REAL AV attack that tank, it will be forced to back off and recuperate or else be flat-out destroyed, especially when forgeguns are involved. Hell, with an ADV or PROTO forge you can do it with just one. And again, I'll stop destroying enemy Supply Depots when the enemy stops camping them with AV.
So one man in a tank vs 4 AV guys? if so, that's balance then...? |
4447
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757
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Posted - 2013.06.20 23:54:00 -
[6] - Quote
so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game. |
4447
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757
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Posted - 2013.06.21 00:06:00 -
[7] - Quote
I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play. |
4447
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Posted - 2013.06.21 00:13:00 -
[8] - Quote
Cy Clone1 wrote:4447 wrote:so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game. While your at it why don't we give vehicles fuel. so that lavs have to go back to supply depots and refuel and infantry have to have eggs and bacon before being able to sprint again.
So you don't like games to flow then? |
4447
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758
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Posted - 2013.06.21 00:28:00 -
[9] - Quote
Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage.
I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. |
4447
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758
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Posted - 2013.06.21 00:31:00 -
[10] - Quote
what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? |
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4447
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758
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Posted - 2013.06.21 00:36:00 -
[11] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove.
this will work and will give a better flow to the gameplay. |
4447
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758
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Posted - 2013.06.21 00:39:00 -
[12] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove.
Can't find this great post of yours. |
4447
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Posted - 2013.06.21 00:42:00 -
[13] - Quote
Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50%
it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. |
4447
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758
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Posted - 2013.06.21 00:45:00 -
[14] - Quote
[/quote] its even on this page... sad to re post
take out nano hives and have a lower supply rate of supply depot and buff tanks, I mean really buff their armor/shields and suvivablity to make them real tanks and I might think about it as a balance idea but that HAV can't tank that well which leads me to believe we have supply depots built in for them making them squishy.
im talking 300% more base HP and double the HP stats on all plates and extenders atleast.[/quote]
That's to much, you would have to increase AV. |
4447
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758
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Posted - 2013.06.21 00:46:00 -
[15] - Quote
iceyburnz wrote:I think tanks having ammo is a good thing.
SImply because it offers another logistics role for LAVs and potentially dropships acting as resupply depots.
Heavy needs a logi, so do tanks. |
4447
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758
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Posted - 2013.06.21 00:48:00 -
[16] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. how is removing unlimited ammo a buff? that's a nerf, hard and a buff to AV. giving HAVs 1,000 HP~ isn't going to help.
Tanks are stopping the game from flowing, it's a big draw back to the game. |
4447
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758
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Posted - 2013.06.21 00:49:00 -
[17] - Quote
Void Echo wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. yes it would, lets say this scenario for example: im fighting an enemy tank that has a blaster and I have a rail gun, I hit all my shots on my target yet he doesn't die and the nearest supply depot is right next to him and he still has half of his ammo left in his cannon.. basically Im already dead in the water because of this nerf.
time to think about tactics. |
4447
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Posted - 2013.06.21 00:59:00 -
[18] - Quote
Ladwar.
so, a tank on the field and and it's coming at me.
i have two choices
1) run and run like hell.
2)i take my time to change into AV, 30 secs later. i shoot a whole clip of forge into him his still standing, that was a waste of time and stop the game from flowing.
Don't say there should be more AV on the field for you to take the tank out. one tank driver his weakness is AV and i'm AV so why should that tank win against it's weakness? Av weakness should be everything but HAV, LAV, DS.
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4447
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Posted - 2013.06.21 01:01:00 -
[19] - Quote
I'm assault, running up a hill to kill a tango but the tango is firing back who should win? |
4447
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Posted - 2013.06.21 01:08:00 -
[20] - Quote
Enderr Wigginn wrote:I love this Idea because one of my biggest peeves is tanks blowing up critical supply depots. Just a additional idea would be to add a high pg module that could replenish ammo on tanks.
Yea, I was thinking that to. |
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4447
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Posted - 2013.06.21 01:18:00 -
[21] - Quote
Void Echo wrote:the one thing I hate most of this community is that the tank drivers get no change to the tanks that we want to happen, all the changes are the ones that infantry want to shove on us but then you cry "whaaa I got nerfed I got nerfed" when your advantages are stripped away, how the **** do you think we feel when you do this **** to us. you guys are hypocritical.
If they put ammo on tanks, i would spec into a tank. |
4447
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Posted - 2013.06.21 02:08:00 -
[22] - Quote
XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously.
Yea because you want a easy ride in pub matches.
It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about.
I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver.
If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV. |
4447
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759
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Posted - 2013.06.21 02:13:00 -
[23] - Quote
Void Echo wrote:4447 wrote:XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously. Yea because you want a easy ride in pub matches. It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about. I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver. If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV. again if you separate the driver seat from the main cannon, youl eliminate the want to skill into actually driving the damn thing and end up with absolutely no tanks being called out again. and yes your suggestion would nerf us, I know you cant see this because your an assault player and assault players no nothing about driving tanks yet your able to dictate what we get and what gets taken away from us.
you have to have a carrot and we know it's all about the WP. |
4447
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Posted - 2013.06.21 02:26:00 -
[24] - Quote
So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do? |
4447
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Posted - 2013.06.21 02:38:00 -
[25] - Quote
Void Echo wrote:4447 wrote:So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do? no not exactly, we don't need teamwork to be effective but we do need teamwork to dominate. fact. at least for those of us that know what were doing...
I would love to spec into tanking if it was more of a thinking mans games.
I would be a tanker if...
Ammo Weaker armour at the back of the tank, Stronger at the front. Tanks need logistics, LAVs repairing me. better map lay out so tanks could do what the are built for and push lines. |
4447
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Posted - 2013.06.21 02:51:00 -
[26] - Quote
Void Echo wrote:Ammo: Nerf to effectiveness and eliminates more than half of their usefulness in all truth.
Weaker armour at the back of the tank, Stronger at the front: this is a present day earth feature, this is a galaxy on the other side of the universe 20000 years from now
Tanks need logistics, LAVs repairing me: they can already do this, its called remote shield transporter and remote armor repair
better map lay out so tanks could do what the are built for and push lines: they can barely do this now, but yeah it would be good to get better maps, this one I agree with.
I apologize for the sarcasm in the other post.
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
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4447
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Posted - 2013.06.21 03:01:00 -
[27] - Quote
Vallud Eadesso wrote:4447 wrote:
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
An unfortunate truth :( Tanks are rumored to be phased out and in the next 10-20 years the British Army won't even HAVE tanks. But then again this debate comes up every 10 years or so apparently and every time tanks have prooven they have a place. Just the idea of a massive armored box and huge cannon being called a tank may not exist, the class of 'heavy support' most certainly will. (Stryker with 120m for example)
The debate will go on, but UAV's will test the tank soon... |
4447
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Posted - 2013.06.21 09:21:00 -
[28] - Quote
Ninjanomyx wrote:Zero Harpuia wrote:I remember you Ninja, you hopped into our squad a few days ago when my group was seeing off one of our guys for surgery. Thanks for the help, you and your tank made her last game one of her best :3 Glad I could be of service. I has teh fuzzy feels in my heart-hole :P This is what plays in my head when I Tank: http://www.youtube.com/watch?v=eGTZLuuTPi8 This Clip has it all, from LAVtards to Blueberry Tank Jackers & The Tanker's Creed which I live by http://www.youtube.com/watch?v=gFbanN5Gs4Q Need Vehicle Lock ASAP CCP.......
No, This is what plays in your head when you tank. |
4447
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Posted - 2013.06.21 13:38:00 -
[29] - Quote
EnglishSnake wrote:OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm
Why would ammo cost at this point of time? Maybe in the future though. I mean it's all about balance.
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