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CharCharOdell
Shining Flame Amarr Empire
425
|
Posted - 2013.07.11 05:28:00 -
[1] - Quote
Dusters, we have tried finding a middle ground with tanks but it just doesn't work. Right now, they are too expensive to specialize in and make money, but a very, very tiny pocket of the community still calls them in and rapes faces. Nobody is happy, this way. The infantry get stomped by a few special tankers and the other tankers are poor. We need to stop trying to make the middle ground work, and try going to the extremes.
My question is: what should the role of a tank in Dust be:
1) A win-button that is so prohibitively expensive SP (20 mil SP to reach god mode) and ISK wise (20 mil/tank) that they would only be seen in the biggest, most important battles, piloted by the most elite tankers against the most elite tankers, fighting for the richest corporations in New Eden. a. these would be almost unkillable by anything short of a full squad of proto AV or another tank of the same calibre- im talking 18,000 HP, cannons that do ~4000 damage/second, and reppers that heal 1000 HP/s for thirty seconds, with the ability to have 70% resistance modules on for a minute straight...WITH ONE MODULE. b. these would be the most expensive things anyone can buy short of a clone pack or an MCC. They would cost more than 2 cruisers in EVE. They would be so expensive that if one was brought into a pub and got destroyed by another tanker or a FULL squad of AV, that mercenary would have to play 80 games to earn it back. c. there would be no room for specializing in anything else to use these tanks. They would take 20 million SP to use to their full potential, so there could realistically be less than 5 people in the game with these, anytime soon, as of now.
OR
2) Squishy, throwaways that are so cheap, that one can be lost every match and still have a profit made. Yes, it would mean tank spam. Loads of tank spam- but these tanks would be the tanks non-tankers have asked for, forever. Sure, they could still go 20:0, but no easier than someone with an AR could, and often do. a. 10% squishier than they are right now, as theyre pretty squishy as is. b. The price for a maddy with meta3-5 modules and a proto turret would be 500k c. SP requirements would stay as is d. their role in PC would likely be battering ram mode, as they still have enough power to scare people away, but not enough that they can handle 2 people with proto AV grenades in an elevated position. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
687
|
Posted - 2013.07.11 05:30:00 -
[2] - Quote
I don't like either choice, to be honest, as you offer extremes.
I would like current prices with the old Marauders, that would be perfect. |
Nguruthos IX
Hellstorm Inc League of Infamy
865
|
Posted - 2013.07.11 05:30:00 -
[3] - Quote
Vehicles should be expensive and hard to kill.
Better vehicles should be more expensive and harder to kill.
my 1.3 million best DS can be one shot by a forge gun. wtf ccp |
Knightshade Belladonna
Condotta Rouvenor Gallente Federation
608
|
Posted - 2013.07.11 05:31:00 -
[4] - Quote
you would be better off with option 2 if you had to go with either one of them.
One day the doors to eve isk will open I am sure, and you can bet there will be a lot of them "god mode" tanks in more than just super elite battles |
CharCharOdell
Shining Flame Amarr Empire
425
|
Posted - 2013.07.11 05:31:00 -
[5] - Quote
Nguruthos IX wrote:Vehicles should be expensive and hard to kill. Better vehicles should be more expensive and harder to kill. my 1.3 million best DS can be one shot by a forge gun.wtf ccp
But how much is too much? I propose something extreme so we have something to work down from. Should they be brought back to Chromosome stats or buffed beyond that with a price increase? |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
73
|
Posted - 2013.07.11 05:32:00 -
[6] - Quote
CharCharOdell wrote:Dusters, we have tried finding a middle ground with tanks but it just doesn't work. Right now, they are too expensive to specialize in and make money, but a very, very tiny pocket of the community still calls them in and rapes faces. Nobody is happy, this way. The infantry get stomped by a few special tankers and the other tankers are poor. We need to stop trying to make the middle ground work, and try going to the extremes.
My question is: what should the role of a tank in Dust be:
1) A win-button that is so prohibitively expensive SP (20 mil SP to reach god mode) and ISK wise (20 mil/tank) that they would only be seen in the biggest, most important battles, piloted by the most elite tankers against the most elite tankers, fighting for the richest corporations in New Eden. a. these would be almost unkillable by anything short of a full squad of proto AV or another tank of the same calibre- im talking 18,000 HP, cannons that do ~4000 damage/second, and reppers that heal 1000 HP/s for thirty seconds, with the ability to have 70% resistance modules on for a minute straight...WITH ONE MODULE. b. these would be the most expensive things anyone can buy short of a clone pack or an MCC. They would cost more than 2 cruisers in EVE. They would be so expensive that if one was brought into a pub and got destroyed by another tanker or a FULL squad of AV, that mercenary would have to play 80 games to earn it back. c. there would be no room for specializing in anything else to use these tanks. They would take 20 million SP to use to their full potential, so there could realistically be less than 5 people in the game with these, anytime soon, as of now.
OR
2) Squishy, throwaways that are so cheap, that one can be lost every match and still have a profit made. Yes, it would mean tank spam. Loads of tank spam- but these tanks would be the tanks non-tankers have asked for, forever. Sure, they could still go 20:0, but no easier than someone with an AR could, and often do. a. 10% squishier than they are right now, as theyre pretty squishy as is. b. The price for a maddy with meta3-5 modules and a proto turret would be 500k c. SP requirements would stay as is d. their role in PC would likely be battering ram mode, as they still have enough power to scare people away, but not enough that they can handle 2 people with proto AV grenades in an elevated position.
Tanks are godmode. /thread |
CharCharOdell
Shining Flame Amarr Empire
425
|
Posted - 2013.07.11 05:32:00 -
[7] - Quote
Knightshade Belladonna wrote:you would be better off with option 2 if you had to go with either one of them.
One day the doors to eve isk will open I am sure, and you can bet there will be a lot of them "god mode" tanks in more than just super elite battles
That was my big concern. Hopefully, the dust economy changes with this. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
73
|
Posted - 2013.07.11 05:33:00 -
[8] - Quote
Tanks are fine as is CCP close this, thanks. |
Void Echo
Internal Error. League of Infamy
476
|
Posted - 2013.07.11 05:34:00 -
[9] - Quote
neither choice is good, the infantry want tanks to be 1 shot one kill by their assault riffles and will refuse to accept anything less than that. and the actual tankers want to be hard to kill (which the true tankers are extremely hard to kill if they are facing infantry).
this will never be solved the way the game is right now |
Avallo Kantor
DUST University Ivy League
139
|
Posted - 2013.07.11 05:37:00 -
[10] - Quote
I think tanks should fulfill a role that is much more akin to the combination of arms tactics we see today. Tanks aren't invincible, but are nigh-indestructible if you lack the proper tools (AV), and need infantry support in order to be used effectively, without which they can become easy targets in isolation.
However, their presence is a mobile bastion, and they can be used to reinforce a defense, or spearhead an assault, allowing for super heavy ordnance far in excess of what a soldier could bring, which could take down heavily defended points, and help infantry push an objective in what would have otherwise been a blood bath. In concentration, they can be an effective lighting assault force, able to command the wider open spaces, and deny the enemy mobility in the no-man area.
That said, they are still highly susceptible to AV, which is why it's even called AV. In the end AV will always counter tanks, and it's up to the infantry support of tanks to be the best defense against AV when a tank is attached to a unit. In combined arms tactics it's the tank that is added to a unit, not the unit that is added to the tank. |
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Knightshade Belladonna
Condotta Rouvenor Gallente Federation
609
|
Posted - 2013.07.11 05:38:00 -
[11] - Quote
And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. |
RINON114
B.S.A.A. General Tso's Alliance
262
|
Posted - 2013.07.11 05:40:00 -
[12] - Quote
Avallo Kantor wrote:I think tanks should fulfill a role that is much more akin to the combination of arms tactics we see today. Tanks aren't invincible, but are nigh-indestructible if you lack the proper tools (AV), and need infantry support in order to be used effectively, without which they can become easy targets in isolation.
However, their presence is a mobile bastion, and they can be used to reinforce a defense, or spearhead an assault, allowing for super heavy ordnance far in excess of what a soldier could bring, which could take down heavily defended points, and help infantry push an objective in what would have otherwise been a blood bath. In concentration, they can be an effective lighting assault force, able to command the wider open spaces, and deny the enemy mobility in the no-man area.
That said, they are still highly susceptible to AV, which is why it's even called AV. In the end AV will always counter tanks, and it's up to the infantry support of tanks to be the best defense against AV when a tank is attached to a unit. In combined arms tactics it's the tank that is added to a unit, not the unit that is added to the tank. This. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:42:00 -
[13] - Quote
Avallo Kantor wrote:I think tanks should fulfill a role that is much more akin to the combination of arms tactics we see today. Tanks aren't invincible, but are nigh-indestructible if you lack the proper tools (AV), and need infantry support in order to be used effectively, without which they can become easy targets in isolation.
However, their presence is a mobile bastion, and they can be used to reinforce a defense, or spearhead an assault, allowing for super heavy ordnance far in excess of what a soldier could bring, which could take down heavily defended points, and help infantry push an objective in what would have otherwise been a blood bath. In concentration, they can be an effective lighting assault force, able to command the wider open spaces, and deny the enemy mobility in the no-man area.
That said, they are still highly susceptible to AV, which is why it's even called AV. In the end AV will always counter tanks, and it's up to the infantry support of tanks to be the best defense against AV when a tank is attached to a unit. In combined arms tactics it's the tank that is added to a unit, not the unit that is added to the tank.
i like your thinking, but how close to real life should we get because honestly, if tanks were anything close to how they were IRL, they would pretty much need to be jumped on top of and have a grenade thrown inside them, or have very powerful mines that 2-shot them.
IRL, tanks have 2 fifty cals that rip people arms off without hitting them, cannons that punch a hole in 8 feet of steel, have ranges of miles, and reactive armor that takes nothing short of a 500lbd bomb to destroy.
In the end, it is more important that the cost of the tank matches how effective it is in the AVERAGE tankers hands. We do have a handful of tankers who still make them pretty effective, but it's not easy. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:44:00 -
[14] - Quote
Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing.
You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do.
I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:45:00 -
[15] - Quote
Void Echo wrote:neither choice is good, the infantry want tanks to be 1 shot one kill by their assault riffles and will refuse to accept anything less than that. and the actual tankers want to be hard to kill (which the true tankers are extremely hard to kill if they are facing infantry).
this will never be solved the way the game is right now
Exactly my point: nobody will be happy if we try to please everyone. CCP either needs to cater extremely to the best tankers or the worst tankers because right now, everyone is being screwed. |
Vyzion Eyri
The Southern Legion RISE of LEGION
888
|
Posted - 2013.07.11 05:46:00 -
[16] - Quote
I think we should make tanks be forced to have a crew.
Not only implement pilot suits, but also gunner suits.
Keep tank prices as they are, except now the cost is split between 3 people.
Add a unique WP system for each vehicle type.
Okay, tanks aren't exactly forced to have a crew, but with one they will operate far more effectively.
And did I mention the cost is now split between three people? Of course, gunners may never transfer IsK to the pilot, but trusty crew mates should be something a pilot has to search for.
Upgrade vehicle gunner interfaces to have more detailed information about the vehicle when inside. ( as a gunner I never notice the armour and shields) improve warning systems when vehicle is under fire for gunners. Show gunners module usage, perhaps even allow them to access turret modules. Show the gunner their turret bonus listed next to the pilots turret bonus.
Seriously, I think a tank is truly scary right now with a decent crew. Make it a possibility for players to make it a dedicated secondary role (1x light gunner dropsuit skill). |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
688
|
Posted - 2013.07.11 05:47:00 -
[17] - Quote
Aye, Shield Tanks are what survive AV, my shield tank if I am running my booster will take over 12K damage to kill, and no I don't use those lulzy 10 second pos active resistance modules. |
Knightshade Belladonna
Condotta Rouvenor Gallente Federation
609
|
Posted - 2013.07.11 05:47:00 -
[18] - Quote
CharCharOdell wrote:Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do. I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him.
your willing to bet me against what my own eyes saw? Does armor bar go up top now and shield on bottom? I must have missed that change memo |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:47:00 -
[19] - Quote
RINON114 wrote:Avallo Kantor wrote:I think tanks should fulfill a role that is much more akin to the combination of arms tactics we see today. Tanks aren't invincible, but are nigh-indestructible if you lack the proper tools (AV), and need infantry support in order to be used effectively, without which they can become easy targets in isolation.
However, their presence is a mobile bastion, and they can be used to reinforce a defense, or spearhead an assault, allowing for super heavy ordnance far in excess of what a soldier could bring, which could take down heavily defended points, and help infantry push an objective in what would have otherwise been a blood bath. In concentration, they can be an effective lighting assault force, able to command the wider open spaces, and deny the enemy mobility in the no-man area.
That said, they are still highly susceptible to AV, which is why it's even called AV. In the end AV will always counter tanks, and it's up to the infantry support of tanks to be the best defense against AV when a tank is attached to a unit. In combined arms tactics it's the tank that is added to a unit, not the unit that is added to the tank. This.
But that doesn't solve the most important issue: ISK. New Eden is about ISK. If you have it, you win. Without it, you might as well quit. Every possible weapon, vehicle, and suit needs to be profitable in the hands of your average player. Right now, it's obvious that the callogi, the flaylock, and the duvolle ar are pretty beast in most players hands, while almost every other weapon requires a huge amount of skill on the part of the user to be effective. everything needs to be brought in line so no one thing is much more effective than the other, unless large sums of ISK are paid. |
Spkr4theDead
Namtar Elite Gallente Federation
327
|
Posted - 2013.07.11 05:48:00 -
[20] - Quote
Xero The Mishima wrote:CharCharOdell wrote:Dusters, we have tried finding a middle ground with tanks but it just doesn't work. Right now, they are too expensive to specialize in and make money, but a very, very tiny pocket of the community still calls them in and rapes faces. Nobody is happy, this way. The infantry get stomped by a few special tankers and the other tankers are poor. We need to stop trying to make the middle ground work, and try going to the extremes.
My question is: what should the role of a tank in Dust be:
1) A win-button that is so prohibitively expensive SP (20 mil SP to reach god mode) and ISK wise (20 mil/tank) that they would only be seen in the biggest, most important battles, piloted by the most elite tankers against the most elite tankers, fighting for the richest corporations in New Eden. a. these would be almost unkillable by anything short of a full squad of proto AV or another tank of the same calibre- im talking 18,000 HP, cannons that do ~4000 damage/second, and reppers that heal 1000 HP/s for thirty seconds, with the ability to have 70% resistance modules on for a minute straight...WITH ONE MODULE. b. these would be the most expensive things anyone can buy short of a clone pack or an MCC. They would cost more than 2 cruisers in EVE. They would be so expensive that if one was brought into a pub and got destroyed by another tanker or a FULL squad of AV, that mercenary would have to play 80 games to earn it back. c. there would be no room for specializing in anything else to use these tanks. They would take 20 million SP to use to their full potential, so there could realistically be less than 5 people in the game with these, anytime soon, as of now.
OR
2) Squishy, throwaways that are so cheap, that one can be lost every match and still have a profit made. Yes, it would mean tank spam. Loads of tank spam- but these tanks would be the tanks non-tankers have asked for, forever. Sure, they could still go 20:0, but no easier than someone with an AR could, and often do. a. 10% squishier than they are right now, as theyre pretty squishy as is. b. The price for a maddy with meta3-5 modules and a proto turret would be 500k c. SP requirements would stay as is d. their role in PC would likely be battering ram mode, as they still have enough power to scare people away, but not enough that they can handle 2 people with proto AV grenades in an elevated position. Tanks are godmode. /thread Tanks are God mode against people that have little to no AV capability. It really isn't our fault if people decide to only use the free AV suit to try to take out our tanks. Have you been in a Madrugar when a PRO swarm volley hits? If not, you have no idea how your mind starts to race when you see at least a third of your armor melt away from one volley.
If you don't have ADV swarms and/or AV grenades, and can't be bothered to put the SP into CBR7 and EX-0 grenades, then yes, you should be destroyed by all decent pilots, and so should everyone else that cannot bother to invest what's basically a pittance into ADV level AV. |
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Void Echo
Internal Error. League of Infamy
477
|
Posted - 2013.07.11 05:49:00 -
[21] - Quote
CharCharOdell wrote:Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do. I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him.
iv done it several times, but I killed each of them before they got a chance to throw the 3rd wave of grenades, its NOT the vehicle or items that are op, its the personal skills of the driver himself that makes the items look op |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:50:00 -
[22] - Quote
Knightshade Belladonna wrote:CharCharOdell wrote:Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do. I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him. your willing to bet me against what my own eyes saw? Does armor bar go up top now and shield on bottom? I must have missed that change memo
You're telling me that 18,000 damage in 3 seconds from 3 av grenades per player from 4 players didn't kill an armor tank? Any resistance modules are cancelled out due to explosive effectiveness vs armor, so the EHP vs AV grenades comes out to around 6700 HP for most tanks (not counting the 1000 pts of shield). You were doing something wrong because the reppers pulse once every 5 seconds, so you could still get him between pulses from full health and kill him. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:51:00 -
[23] - Quote
Void Echo wrote:CharCharOdell wrote:Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do. I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him. iv done it several times, but I killed each of them before they got a chance to throw the 3rd wave of grenades, its NOT the vehicle or items that are op, its the personal skills of the driver himself that makes the items look op
Which is why I'm willing to bet it was the driver not getting hit by the grenades, as in my most recent post, it is impossible not to die if the pilot is anything less than amazing. |
HYENAKILLER X
Condotta Rouvenor Gallente Federation
31
|
Posted - 2013.07.11 05:52:00 -
[24] - Quote
Make them high jackable but insured. Also make rockets do waaaaaaaay more damage. Maybe tank special weapons. Battles are realistic but everyone who shows up with ar's hates life. |
Knightshade Belladonna
Condotta Rouvenor Gallente Federation
609
|
Posted - 2013.07.11 05:53:00 -
[25] - Quote
CharCharOdell wrote:Knightshade Belladonna wrote:CharCharOdell wrote:Knightshade Belladonna wrote:And apparently there are ways to avoid this super squishy tank syndrome, because on numerous times I have ran into a tank that would be considered god mode.. 4 guys and me were throwing AV nades at one earlier on a domination map when he came rolling right up to the objective.. we got him to only half armor and we were dead from his large blaster.. **** was beast, he rolled right on out of there after that to probably cool down mods.. but fk it was beast
I was using packed AV , not sure what the other guys were throwing. You found one of a very small number of tankers who make it work. Compare that number to the number of AR users who make it work. Then consider the possibility that he probably didnt last 6 rounds with one tank, because that is damn near impossible. On a good day, I'll break even and not to toot my own horn, but im pretty good at what I do. I'm also willing to bet it was a gunlogi with 1 surge and 2 wards on with shield restiance skill maxed out. No armor tank could survive 4 people throwing packed AV grenades at him. your willing to bet me against what my own eyes saw? Does armor bar go up top now and shield on bottom? I must have missed that change memo You're telling me that 18,000 damage in 3 seconds from 3 av grenades per player from 4 players didn't kill an armor tank? Any resistance modules are cancelled out due to explosive effectiveness vs armor, so the EHP vs AV grenades comes out to around 6700 HP for most tanks (not counting the 1000 pts of shield). You were doing something wrong because the reppers pulse once every 5 seconds, so you could still get him between pulses from full health and kill him.
I guess so , that's exactly what I'm telling you. Don't get mad at me bro because you can't do it
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Nguruthos IX
Hellstorm Inc League of Infamy
865
|
Posted - 2013.07.11 05:54:00 -
[26] - Quote
CharCharOdell wrote:Nguruthos IX wrote:Vehicles should be expensive and hard to kill. Better vehicles should be more expensive and harder to kill. my 1.3 million best DS can be one shot by a forge gun.wtf ccp But how much is too much? I propose something extreme so we have something to work down from. Should they be brought back to Chromosome stats or buffed beyond that with a price increase?
Well, seeing as how certain vehicle and vehicle roles require multiple players inside cooperating/communicating to be effective, I at least know it makes no sense for one person with a 50 thousand dollar FG to even be ABLE to one-shot kill an assault dropship with the pilot, two gunners, and potentially 2 passengers.
The vehicle is taking 3 people off the field, it needs to be more effective than 3 people by some margin. AKA, not just wrapping them into a tight explodable wad to be conveniently wasted at once by Mr Forge gun from 320 meters.
That's all I'm saying. Leave it up to CCP from there to balance things I suppose? Depends on their game design principles.
Personally I think the less Dust is like COD the better. I'd like to see more vehicles, and stronger vehicles. This gives infantry a chance to try other roles, and have more challenging encounters than lobbing a few headshot Duvalle rounds into another dropsuit. I'd prefer Dust to be unique in that, players+corps call out escalating assets depending on situations and encounters. I'd rather see half the team on the ground, and half in tanks, MAVs, LAVs, dropships, jets, heavy air vehicles, etc all fulfilling unique and fun functions on the battlefield than playing only one roles all their game-time. Boots on the ground can get boring.
Mostly because there are only so many things you can imagine a drop-suit being able to do, right? It's confined by so many things like speed, size, weapon types, functions, survivability that make sense for a ground unit in a space-age game. Limited PG/CPU to be realistic. On the other hand MTACs? Can they leap 50 feet? Shoot rockets out of their arms? Flame throwers? A slow moving MAV that acts as an APC for safe transport and group healing vehicle?
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CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:54:00 -
[27] - Quote
Spkr4theDead wrote:Xero The Mishima wrote:CharCharOdell wrote:Dusters, we have tried finding a middle ground with tanks but it just doesn't work. Right now, they are too expensive to specialize in and make money, but a very, very tiny pocket of the community still calls them in and rapes faces. Nobody is happy, this way. The infantry get stomped by a few special tankers and the other tankers are poor. We need to stop trying to make the middle ground work, and try going to the extremes.
My question is: what should the role of a tank in Dust be:
1) A win-button that is so prohibitively expensive SP (20 mil SP to reach god mode) and ISK wise (20 mil/tank) that they would only be seen in the biggest, most important battles, piloted by the most elite tankers against the most elite tankers, fighting for the richest corporations in New Eden. a. these would be almost unkillable by anything short of a full squad of proto AV or another tank of the same calibre- im talking 18,000 HP, cannons that do ~4000 damage/second, and reppers that heal 1000 HP/s for thirty seconds, with the ability to have 70% resistance modules on for a minute straight...WITH ONE MODULE. b. these would be the most expensive things anyone can buy short of a clone pack or an MCC. They would cost more than 2 cruisers in EVE. They would be so expensive that if one was brought into a pub and got destroyed by another tanker or a FULL squad of AV, that mercenary would have to play 80 games to earn it back. c. there would be no room for specializing in anything else to use these tanks. They would take 20 million SP to use to their full potential, so there could realistically be less than 5 people in the game with these, anytime soon, as of now.
OR
2) Squishy, throwaways that are so cheap, that one can be lost every match and still have a profit made. Yes, it would mean tank spam. Loads of tank spam- but these tanks would be the tanks non-tankers have asked for, forever. Sure, they could still go 20:0, but no easier than someone with an AR could, and often do. a. 10% squishier than they are right now, as theyre pretty squishy as is. b. The price for a maddy with meta3-5 modules and a proto turret would be 500k c. SP requirements would stay as is d. their role in PC would likely be battering ram mode, as they still have enough power to scare people away, but not enough that they can handle 2 people with proto AV grenades in an elevated position. Tanks are godmode. /thread Tanks are God mode against people that have little to no AV capability. It really isn't our fault if people decide to only use the free AV suit to try to take out our tanks. Have you been in a Madrugar when a PRO swarm volley hits? If not, you have no idea how your mind starts to race when you see at least a third of your armor melt away from one volley. If you don't have ADV swarms and/or AV grenades, and can't be bothered to put the SP into CBR7 and EX-0 grenades, then yes, you should be destroyed by all decent pilots, and so should everyone else that cannot bother to invest what's basically a pittance into ADV level AV.
once a proto swarm stacked with damage mods hit my weak spot and did 9760 damage...i kid you not. i cried so much that day
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Xocoyol Zaraoul
Zumari Force Projection Caldari State
689
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Posted - 2013.07.11 05:55:00 -
[28] - Quote
Knightshade Belladonna wrote:I guess so , that's exactly what I'm telling you. Don't get mad at me bro because you can't do it
It's literally impossible, I've used by EVE-Spreadsheet-FU and there is no way any tank post-Marauder-Era can ever take that sort of damage. Some of those grenades missed, or were not AV. |
Void Echo
Internal Error. League of Infamy
477
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Posted - 2013.07.11 05:56:00 -
[29] - Quote
HYENAKILLER X wrote:Make them high jackable but insured. Also make rockets do waaaaaaaay more damage. Maybe tank special weapons. Battles are realistic but everyone who shows up with ar's hates life.
that would break tanking nearly completely just by the thought of making it hijack able even more, we already have to stay inside our tanks when we are needed most out of them because the bluetards inside the gunners seat will immediately steal it if we step out, if you make it to where anyone can jump in and replace the pilot constantly, then youl make the tanks the most isk dangerous item on the battle field and hardly anyone would ever use them, same result as if the main cannon was separated from the driver seat, there would be NO REASON to skill into actually driving the damn thing |
CharCharOdell
Shining Flame Amarr Empire
426
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Posted - 2013.07.11 05:56:00 -
[30] - Quote
We're getting away from the point and this is just becoming a tanks are OP or not OP thread. we need to decide if they should be win buttons or throw aways.
Now, how powerful should a tank be and how much should it cost? |
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