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Kitten Empress
Ametat Security Amarr Empire
741
|
Posted - 2013.06.21 05:31:00 -
[1] - Quote
This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation. |
Kitten Empress
Ametat Security Amarr Empire
741
|
Posted - 2013.06.21 05:31:00 -
[2] - Quote
Ooops, wrong section. Can this be moved to Feedback/Requests? |
Void Echo
Internal Error. Negative-Feedback
252
|
Posted - 2013.06.21 05:36:00 -
[3] - Quote
main problem Quote:pulled straight out of battle field 3
but keep trying, we need suggestions (even if those are from COMPLETELY DIFFERENT games) |
Kitten Empress
Ametat Security Amarr Empire
743
|
Posted - 2013.06.21 05:40:00 -
[4] - Quote
Void Echo wrote:main problem Quote:pulled straight out of battle field 3 but keep trying, we need suggestions (even if those are from COMPLETELY DIFFERENT games) This game does everything Dust does, only better. So pulling out ideas from it will only benefit this game, unless they pull out the "unlock everything for 99$" idea. Its also common in other shooters, this is just the most prominent of all. |
Marston VC
SVER True Blood Public Disorder.
338
|
Posted - 2013.06.21 05:41:00 -
[5] - Quote
Kitten Empress wrote:This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation.
I would take this a step further and use world of tanks as an example. That game has a system called "angling" in it which basically means that incoming fire will do less damage if it hits the armor plates of the tank at an angle. This is scientifically true in real life, and I think it could give tanks a decent buff in game. Not that any of this will ever happen though..... For simplicitys sake I do agree with the OP as this would be a clever solution to one of the bigger balancing issues this game has. |
Kitten Empress
Ametat Security Amarr Empire
743
|
Posted - 2013.06.21 05:44:00 -
[6] - Quote
Marston VC wrote:Kitten Empress wrote:This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation. I would take this a step further and use world of tanks as an example. That game has a system called "angling" in it which basically means that incoming fire will do less damage if it hits the armor plates of the tank at an angle. This is scientifically true in real life, and I think it could give tanks a decent buff in game. Not that any of this will ever happen though..... For simplicitys sake I do agree with the OP as this would be a clever solution to one of the bigger balancing issues this game has. While this would be a neat idea, you have to remember we are talking about CCP here. I doubt CCP are skilled enough to implement something like angling, without it being horribly bugged for 2 years. |
Void Echo
Internal Error. Negative-Feedback
252
|
Posted - 2013.06.21 05:44:00 -
[7] - Quote
why doesn't anyone have a suggestion that would benefit tanks? all I see is how to make av deal more damage. |
Exergonic
TeamPlayers EoN.
107
|
Posted - 2013.06.21 05:46:00 -
[8] - Quote
Kitten Empress wrote:This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation.
+1 for the idea and atleast trying
And i think adding different areas would make not only driving a tank but killing a tank more tactical |
Kitten Empress
Ametat Security Amarr Empire
744
|
Posted - 2013.06.21 05:48:00 -
[9] - Quote
Void Echo wrote:why doesn't anyone have a suggestion that would benefit tanks? all I see is how to make av deal more damage. This benefits smart tankers, while weeding out the bad tankers. I mean 50% resistance to damage to the front, coupled with resistance modules, you could easily get 99% resistance on the front. (Stacking penalties don't allow you to get 100%) >_> And 25% resistance to the sides, where tanks are the easiest to hit, yeah.
This also weeds out the bad AV players, who just point and shoot, and benefits the smart ones who know how to flank tanks and put them into bad situations. |
darkiller240
INGLORIOUS-INQUISITION
5
|
Posted - 2013.06.21 05:52:00 -
[10] - Quote
Void Echo wrote:main problem Quote:pulled straight out of battle field 3 but keep trying, we need suggestions (even if those are from COMPLETELY DIFFERENT games) go play cod |
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Kitten Empress
Ametat Security Amarr Empire
745
|
Posted - 2013.06.21 07:22:00 -
[11] - Quote
meow |
mollerz
Minja Scouts
481
|
Posted - 2013.06.21 07:56:00 -
[12] - Quote
to be fair, it would be difficult enough for any dev that it wouldn't be worth developing angling on armor. the extra amount of calculations needed would probably bring this game to its knees, anyhow. |
Kitten Empress
Ametat Security Amarr Empire
745
|
Posted - 2013.06.21 07:58:00 -
[13] - Quote
mollerz wrote:to be fair, it would be difficult enough for any dev that it wouldn't be worth developing angling on armor. the extra amount of calculations needed would probably bring this game to its knees, anyhow. True. This was just a jab at CCP. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
164
|
Posted - 2013.06.21 08:14:00 -
[14] - Quote
HAV's has a 200% damage spot that you can hit with Forges and Rails, and well, anything but swarms. |
Kitten Empress
Ametat Security Amarr Empire
745
|
Posted - 2013.06.21 08:26:00 -
[15] - Quote
Godin Thekiller wrote:HAV's has a 200% damage spot that you can hit with Forges and Rails, and well, anything but swarms. Where? |
Jay Westen
Atlantis Prime Mercenary Group
30
|
Posted - 2013.06.21 08:43:00 -
[16] - Quote
This really doesn't make sense to me... We have spaceships capable of firing a doomsday device, interstellar space travel, railguns, but we forgot to increase the armor on the back of a tank...? |
Kitten Empress
Ametat Security Amarr Empire
747
|
Posted - 2013.06.21 08:44:00 -
[17] - Quote
Jay Westen wrote:This really doesn't make sense to me... We have spaceships capable of firing a doomsday device, interstellar space travel, railguns, but we forgot to increase the armor on the back of a tank...? Its not about forgetting. Its about that armor is very pricy and heavy. Tanks are most likely to be hit from the front and the sides, so they put the most armor there. The rest are only given small amounts of armor to keep the price down and speed up. |
Jay Westen
Atlantis Prime Mercenary Group
30
|
Posted - 2013.06.21 08:54:00 -
[18] - Quote
Kitten Empress wrote:Jay Westen wrote:This really doesn't make sense to me... We have spaceships capable of firing a doomsday device, interstellar space travel, railguns, but we forgot to increase the armor on the back of a tank...? Its not about forgetting. Its about that armor is very pricy and heavy. Tanks are most likely to be hit from the front and the sides, so they put the most armor there. The rest are only given small amounts of armor to keep the price down and speed up.
that was a joke. However, why do tanks need to nerfed to behin with? They're suppose to be terrifying, giving me something easy like just run behind it is kind of a joke. Fit a suit with speed and a swarm and say goodbye to tanks. They're already fairly pricey when fitted. |
Kitten Empress
Ametat Security Amarr Empire
747
|
Posted - 2013.06.21 08:55:00 -
[19] - Quote
Jay Westen wrote:Kitten Empress wrote:Jay Westen wrote:This really doesn't make sense to me... We have spaceships capable of firing a doomsday device, interstellar space travel, railguns, but we forgot to increase the armor on the back of a tank...? Its not about forgetting. Its about that armor is very pricy and heavy. Tanks are most likely to be hit from the front and the sides, so they put the most armor there. The rest are only given small amounts of armor to keep the price down and speed up. that was a joke. However, why do tanks need to nerfed to behin with? They're suppose to be terrifying, giving me something easy like just run behind it is kind of a joke. Fit a suit with speed and a swarm and say goodbye to tanks. They're already fairly pricey when fitted. Because CCP doesn't want impossible to stop killing machines? They said it themselves. |
Jay Westen
Atlantis Prime Mercenary Group
30
|
Posted - 2013.06.21 08:59:00 -
[20] - Quote
I rarely have problems taking down tanks. They're more of a annoyance than a problem. Maybe people just need to adapt instead of complain about imbalanced gameplay. |
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Kitten Empress
Ametat Security Amarr Empire
747
|
Posted - 2013.06.21 09:00:00 -
[21] - Quote
Jay Westen wrote:I rarely have problems taking down tanks. They're more of a annoyance than a problem. Maybe people just need to adapt instead of complain about imbalanced gameplay. You rarely have a problem killing tanks NOW. I would like to remind you that tankers are the people complaining, not the AV guys, since they have the upper hand.
Also, go play the E3 build and tell me how easy tanks are to kill |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
211
|
Posted - 2013.06.21 09:02:00 -
[22] - Quote
Kitten Empress wrote:This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation.
I like it I like it a lot.
But then we would have to discuss the relationship between these passive resistances and the modules. I this 50% is to high for front res.
Perhaps increasing values throughout the levels of tank.
Mlt- 15% Standard-20% Enforcer-25% Marauder-30-35%
With scaled resistances for side armours.
Even those damage resists make tanks to me seem a lot more frightening. |
Kitten Empress
Ametat Security Amarr Empire
747
|
Posted - 2013.06.21 09:06:00 -
[23] - Quote
True Adamance wrote:Kitten Empress wrote:This fix doesn't increase/decrease HP values of tanks, or increase/decrease damage from AV weapons. What it does is add resistance numbers to different areas of the tank. As I see it, currently AV is mindless, aim at tank, shoot, repeat until it dies. In BF3, in order to be most effective you need to hit the back of the tank to deal maximum damage, or else it takes double or even triple the rockets to take one down. Tankers know this, so they know to face the front of their tanks in the direction of AV.
I thought to maybe rip this idea right out of Battlefield 3 and put it into Dust. Coupled with resistance modules, the front of tanks would be extremely hard to take out, while the back of the tanks would be easy, as if you stack resistances, it would be like what we have now. This fixes: AV being mindless Tanks only option is to run away if AV hits them
Here are some numbers I thought of: Front of the tank: 50% resistance Sides of the tank: 25% resistance Top of the tank: 0% resistance Bottom of the tank: -50% resistance (Mines only) Behind the tank: -25/-35% resistance (I don't have a good number yet. Using -50% seems a bit excessive, but -25% seems a bit low)
This would of course take testing to nail the right numbers, but the general idea IMHO would improve the current tank vs AV situation. I like it I like it a lot. But then we would have to discuss the relationship between these passive resistances and the modules. I this 50% is to high for front res. Perhaps increasing values throughout the levels of tank. Mlt- 15% Standard-20% Enforcer-25% Marauder-30-35% With scaled resistances for side armours. Even those damage resists make tanks to me seem a lot more frightening. The relationship is the same it is in EVE. So lets say we have 100%. If you already have 50% resistance, you have 50% left. So it takes the module percentage from 50%. So lets say the module adds 50% resistance? You will now have 50% + 25% = 75% resistance.
Also, I don't like the idea of scaled resistances, can't explain why, its just a gut feeling. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
53
|
Posted - 2013.06.21 11:03:00 -
[24] - Quote
Kitten Empress wrote:Godin Thekiller wrote:HAV's has a 200% damage spot that you can hit with Forges and Rails, and well, anything but swarms. Where? Centre, back. The reactor. If you get behind a HAV with a Forge roam around the back of the tank with the crosshair until you see 202% efficiency on the readout then get revving.
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Kitten Empress
Ametat Security Amarr Empire
770
|
Posted - 2013.06.21 11:07:00 -
[25] - Quote
Poplo Furuya wrote:Kitten Empress wrote:Godin Thekiller wrote:HAV's has a 200% damage spot that you can hit with Forges and Rails, and well, anything but swarms. Where? Centre, back. The reactor. If you get behind a HAV with a Forge roam around the back of the tank with the crosshair until you see 202% efficiency on the readout then get revving. If its a shield tank, mind you forge guns have 150% to shields. So it might just be 50% more. |
Artificer Ghost
Bojo's School of the Trades
144
|
Posted - 2013.06.21 11:44:00 -
[26] - Quote
Interesting... I didn't know that. Thanks, Godin. I've been meaning to skill into Forge Guns, but I never got around to it... |
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