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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. |
CharCharOdell
Shining Flame Amarr Empire
425
|
Posted - 2013.07.11 05:31:00 -
[2] - 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? |
CharCharOdell
Shining Flame Amarr Empire
425
|
Posted - 2013.07.11 05:32:00 -
[3] - 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. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:42:00 -
[4] - 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 -
[5] - 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 -
[6] - 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. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:47:00 -
[7] - 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. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:50:00 -
[8] - 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 -
[9] - 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. |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:54:00 -
[10] - 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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CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 05:56:00 -
[11] - 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? |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 06:06:00 -
[12] - Quote
Knightshade Belladonna wrote:Xocoyol Zaraoul wrote: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 and still have half armor left. Some of those grenades missed, or were not AV. Yeh it's a possibility one of the guys didn't have AV nade and just tossed locus, possibly flux ( didn't see the emp field) All I'm saying though is, this guy went up against AV and laughed at it, flicked us away and went about his day. Yet so many people complain 1 guy can run up to tanks and kill them with standard stuff. They apparently are doing it wrong, it's not the rest of oursfault
The tank community does not deny we have some...special people....but when I speak on the forums, I try my best to represent the average tankers who want to get into it, or just have, and they dont have full proto or months and months of experience, no corps backing them, or good teachers to help them. I want tanking to be more accessible if they stay in their current state.
Like, I don't claim to get rich off of tanking, but I live comfortably, hovering around 115 mil, not really going up or down, with a slight trend of gaining a mil/week, and honestly, that's pretty damn good, but it means I spend a few matches rail sniping or even the occasional LLAV if I see any proto AV in the kill feed (adv and std i can deal with up close and personal). |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:11:00 -
[13] - Quote
Void Echo wrote:tanks are NOT OP.
ex: if the most advanced and powerful tanks in the game were to be created, im talking actual "God Mode" tank fitted with the absolutely best modules and turrets were to get into the hand of a completely new player that knew nothing of how to drive tanks, that player would get that "God Mode" tank destroyed almost instantly since he doesn't know how to activate the modules or doesn't understand that when your getting hit, you need to get the hell out of there and heal, thus causing the "God" tank to be destroyed.
ex-2: if the most under fitted tank in the game were to be deployed in battle, then a very high experience tank driver will be able to make it survive the entire match and possibly make a good kill count out of it BECAUSE HE IS SECIALIZED IN DRIVING TANKS AND KNOWS HOW TO WORK THEM.
its not the item that is OP, it is the player themselves that make it look that way because they are the experts in that specific field.
this is coming from a pure tank driver that knows nearly everything about tank driving in this game and has MONTHS of experience driving them, so yeah I know exactly what im talking about.
This happened many times in Chromosome. I would pull a sagaris with full proto everything and go 35:0 on manus peak. I call in another one on the same map but a blueberry TKs me and jacks it- dead in 3 minutes vs a soma 80gj blaster. On the flip side, blueberry calls in a sica and it blows up 1 minute after contact. I pull same sica, but because i maxed out tank skills, I manage to kill a maddy and a couple gunlogis before one of the buddies sneaks up behind be and drops my shields to zero in 4 seconds.
The greatest tanks in the game would be no better than militia tanks if the pilot was not experienced. It does not make him OP, or the AR is OP because some of the best players in the game us the AR. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:16:00 -
[14] - Quote
DJINN leukoplast wrote:Tanks should be neither.
1. A God-mode tank? Seriously? Yeah, no. Tanks are already p2w enough as it is.
2. Cheap throw away tanks would be even worse, I don't want to have to bring in AV every match and sacrifice my anti-infantry nades (which are extremely important to me... I feel dysfunctional without them). It's already bad enough with all these LAV turkeys running around.
You have to give a solution to the problem: How does one make tanks worth the SP and ISK investment, because right now, they are not. (i wont even mention dropships because i feel really bad for them. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:27:00 -
[15] - Quote
Void Echo wrote:dropships....... the easiest vehicle to kill and the only one that doesn't survive regardless of skilled pilots or inexperienced ones.... truly the saddest vehicle in the game
i tried out pythons once. it was a bad idea |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:32:00 -
[16] - Quote
Vry relevant |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:52:00 -
[17] - Quote
Void Echo wrote:meri jin wrote:Xocoyol Zaraoul wrote: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. I don't like extrems as well, but as I see that tanks are easy to kill right now. A tank should be a tank, expensiv, hard to skill and not all that easy to kill. maybe offering more gamage on the small guns could help. I'm a logi and I can drive tank, this is perfect, this way I alway see both sides. In conclusion I skilled the crap out of AV granates and I'm scared as hell to drive in my tank, becouse I know how EASY it is to kill one with it, and I'm not even talking about forgeguns here. I skilled into assaulting the 1st week of uprising and figured out 1st hand how easy it is to kill tanks, then I requested a skill resec and im back where I belong
I recently skilled into callogi with MD. makes earning money a little easier bc tanks and mds compliment each other really well. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:53:00 -
[18] - Quote
Xocoyol Zaraoul wrote:Honestly, HAVs do enough damage as-is, just the Large Missile Turrets and Small Railguns need some looking at due to bizzare performance... Especially Large Missile Turrets and more specifically the Cycled.
The HP in my opinion in fine for the militia, and even the standard tanks are okay, I'd like to see an advanced tank with 50% more EHP capabilities then we see now with a HAV level 3 prerequsite, buff the enforcers damage capabilities and increase to a X4 prereq and then bring back the marauders with a X5 HAV prerequisite and give them 200% the HP we have now.
In my honest opinion, even a 50% EHP boost would be massive (at least for my tank) as that would lengthen tank fights by a nice amount, and make AV work harder to kill a tank without making it impossible. anything approaching a 100% EHP boost or more would make HAVs near impossible to kill with any driver with half a brain.
A little goes a long way, we want (well, I want) the high-end tanks to be tougher without making it where careless drivers are fine.
No tank, no matter how powerful, in the hands of a poor tanker, will unkillable, but i see where you're coming from. I'd rather see increased number of high and low slots. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 07:37:00 -
[19] - Quote
Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:[quote=DJINN leukoplast]Tanks should be neither.
1. A God-mode tank? Seriously? Yeah, no. Tanks are already p2w enough as it is.
2. Cheap throw away tanks would be even worse, I don't want to have to bring in AV every match and sacrifice my anti-infantry nades (which are extremely important to me... I feel dysfunctional without them). It's already bad enough with all these LAV turkeys running around. 1- wrong about the ptw thing because, well basically look at my post where the 1st thing I said was "tanks are NOT op" and youl see. 2- that's exactly what infantry wants, they want this to be another COD or BF. Tanks are basically 100% invincible to anybody with no AV (which is most players, especially in ambush... at least until they die once or twice and change their fit). But as a infantry player, I am 100% vulnerable to everything in this game. Even with proto AV nades, I have to get really lucky to throw enough nades in close range before: a) Tank kills me b) Tank turns tail and runs off to get health back c) Tanks infantry buddies wipe me out because I am speced for AV, not anti-infantry. Therefore an extremely vulnerable to infantry. d) Tank uses some kind of OP module to make them temp invincible, in which they either run off or wipe me out e) All of the above while I try to re-supply my nades with a hive, cause 3 proto nades won't even kill the weakest tank Tankers fail to recognize that running AV means that player is really only effective against AV. It's a HUGE sacrifice most of the time. And usually not rewarding in the least. In Chromosome I ran proto swarms with some crap side-arm when some tanker came out and was causing problems, I had absolutely NO chance against infantry in order to attempt to take out the tank. I had to sacrifice myself many times just to scratch the tanks health so they could run away and repair. Every once in a while I would get lucky and score a kill, but it was few and far between because tanks just run away behind cover.
So you want to able to do everything? I think the game you want to be playing is called Battlefield. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 07:51:00 -
[20] - Quote
Void Echo wrote:So you want to able to do everything? I think the game you want to be playing is called Battlefield.[/quote wrote:
you need to delete the part where it says I said that.
My reply is in the context of engineers getting smgs and rocket launchers to kill infantry and tanks. |
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CharCharOdell
Shining Flame Amarr Empire
444
|
Posted - 2013.07.11 19:55:00 -
[21] - Quote
THINGS WE HAVE LEARNED THUS FAR:
1) I'm getting a few, but not a lot, of players saying that tanks should be isk sinks that are not affordable. These players are not tankers or AV, judging from what they have said.
2) The majority of tankers and a select number of AV are asking for something along the lines of option one, but scaled down enough so that it takes 3 PRO AV to kill a tank, rather than 6 PRO AV for my proposed super tank.
3) A lot of newer players are upset by the idea of waiting a year and having 20 mil SP to put in a death machine that cannot die. This is understandable, as I used to be in their position, but I've worked my way up to realize that there will always be a bigger fish and putting a price tag that big on any tank would keep them out of pubs. Still, I see your point and the opinion is noted.
4) Then you have a small number of infantry guys who want to see tanks stay, stats-wise, the same as they are now, but with a price reduction (option 2)
Please, people, this thread is about balancing tanks based on ISK and SP. If you have a comment, please include how much ISK and SP your idea of 'the right tank' requires. Please also state if you are balancing your opinions around pubs or PC and state your playstyle (especially newer guys...we vets kinda know eachother's ways by now) |
CharCharOdell
Shining Flame Amarr Empire
462
|
Posted - 2013.07.12 14:13:00 -
[22] - Quote
KalOfTheRathi wrote:Xocoyol Zaraoul wrote:I don't like either choice, to be honest, as you offer extremes. He specializes in extremes. That is his nature. Neither are correct. Current Tank equation: Make some cash playing Ambush, drop Tanks when conditions are good, lose a few now and then. Learn to drive better, get more SP, get better gear. Rinse and repeat. Not that different than any other role in DUST. Dust and its forums are filled with those like the OP that wants the game to change so They are happy. Given his two extreme viewpoints nothing will make OP happy anyway. Just ignore it.
I offer extremes so we have a scale to base our ideas on. You are encouraged to offer your own views as long as you say exactly how powerful a tank should be, as well as the ISK and SP requirement to do so, and then justify your reason as I, and every other good tanker do. You infantry scrubs (not all of you- just scrubs) give an opinion with no reason to back it up other than 'i dont like being killed by tanks'. You need to give statistics to back up your ideas or your point has no value to it.
You want this game to be balanced around pub matches because one good tanker can stomp an entire team of militia infantry- no ****. This sounds like a matchmaking issue to me. It isn't our fault that we're put against terrible teams, and because we are balanced around that, when we are against good teams we stand no chance without railsniping because we have standard gear against proto gear; guess who wins that fight.
Right now, tanks require 6 games to earn back if one is lost (250k payouts). This means we either need a price reduction or tanks that can easily last 6 games. If you disagree with one or both, you have to say why and provide statistics. The last thing we need is CCP listening to whiners- which is what you are; I am not whining. I am making 2 polar proposals and collecting votes on each.
Now, answer my question: Would you rather see very few, but very powerful tanks, or very man, spam tanks and why would you choose whatever option you prefer? |
CharCharOdell
Shining Flame Amarr Empire
462
|
Posted - 2013.07.12 14:17:00 -
[23] - Quote
Takahiro Kashuken wrote:Terra Thesis wrote:Takahiro Kashuken wrote: Thanks
I was king back in the early days with proto dropsuits and ARs but no complained because AR514
oh, are you saying you could not be killed with std weapons in your pro suit? which game was this? Yea pretty much Could take on a bunch of ppl, you had to be in proto to get me down
When I was in PFBHz (RIP), we had this guy, James, who would go 45:0 with an AR in almost every match I played with him. That was called skill. If I did that in a tank, it was because tanks were OP. Explain how that works and give me a very good reason why it makes sense.
If that was indeed skill, then the AR was perfectly balanced and therefore, tanks were perfectly balanced. If that is not true, then the AR is the best gun because of its effectiveness when compared to its cost.
The best AR users have hundreds of millions of ISK and never struggle; the best tankers are considered the best if they break even. Explain how that makes sense and provide data to support your opinion. |
CharCharOdell
Shining Flame Amarr Empire
462
|
Posted - 2013.07.12 14:36:00 -
[24] - Quote
Terra Thesis wrote:Takahiro Kashuken wrote:Yea pretty much
Could take on a bunch of ppl, you had to be in proto to get me down LOL... you're so distracted by an uncontrollable compulsion to brag about how elite you are, you don't realize you just proved my point. if you have any skill, you have nothing to worry about. you don't need to use sp as a crutch. we crush bad players with our exiles all day. PRO doesn't change anything.
So how come when an exile goes 25:0 it's skill, but when a tanker does it, he's OP? |
CharCharOdell
Shining Flame Amarr Empire
466
|
Posted - 2013.07.12 23:35:00 -
[25] - Quote
CuuCH Crusher wrote:I created an alt a few days ago and decided to spec into Gallente HAVs. I transfer 5 million isk from my main to get started.
At first I thought tanking was a piece of cake (I was farming kills at the academy), then reality set in after I got int a real match where people could actually kill me. I didn't have a problem with being blown up because I am new at it . I had a problem with not being about to turn a profit. The price of tanks is super high. I now see why tankers complain about being blown up. If you get blown up 2 times, that's a 1 million Isk loss. People earn about 240,000 per game which means you need to play 4 games to make it up.
I never new how much I was costing tankers when I blew up their tanks. This experience has made me feel sorry for tankers.
I absolutely don't support nerfing AV (I'm a forge gunner), but CCP should lower the price of vehicles. This would help both AV players and tankers.
AV players will have more targets to take out, and tankers will be able to turn a profit.
My fit for anyone interested was:
80GJ Compressed Blaster 20GJ Scattered Blaster x2 Militia Active Heat Sink Militia Powergrid Expansion Unit x3 Heavy IG-L Polarized Armor Regenerator 180mm Reinforced Steel Plates.
Some tips on how best to fit my tank would be appreciated.
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CharCharOdell
Shining Flame Amarr Empire
469
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Posted - 2013.07.13 05:37:00 -
[26] - Quote
Aythadis Smith wrote:Speaking with CORP and randoms, most of them feel that if a tank can solo a crowd, then a solo can take it out.
I personally disagree but... if that is what the majority wants, give them these glass tanks, remove the high skill required to use them and give me my SP back. No one wants to switch to an AV class, and those that have the AV, are too darn good at it. So... make it that MLT can destroy every thing, and i want to spec out of this. Maybe I'll get my proto scout and be extra LULz
I'd rather they fix tanks...:/ |
CharCharOdell
Shining Flame Amarr Empire
470
|
Posted - 2013.07.13 05:40:00 -
[27] - Quote
gbt555 wrote:Xocoyol Zaraoul wrote: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. Be your own Judge. What game looks like more fun to you? Dust.........Or these other F2P games coming this year......... Planetside 2 (19 GOTY Awards)
Coming to PS4 this year...
was wondering when you would show up, but thanks for the bump. |
CharCharOdell
Shining Flame Amarr Empire
471
|
Posted - 2013.07.13 06:11:00 -
[28] - Quote
DJINN Mr Lipton wrote:To begin, I am not a tanker, nor have I ever been. Why were tanks even nerfed for uprising? They were fine in Chromosome. Tanks were extremely powerful in the build after the E3 (Precursor maybe?) but after that they seemed to be very balanced, the only time that they were "indestructible" to infantry was while they were red line rail sniping, and nothing has changed there. The changes only really effect the tanks that were playing their roles as intended (on the ground, raising hell).
One of my favorite things in this game used to be epic battles against tanks, and it makes me sad inside that these don't happen anymore. Tanks are squishy, anyone who says otherwise is wrong. I think that tanks need to be restored to what they were before uprising. Sure, some tanks could go 30-50/0 in a pub match, but this wasn't the case for every tanker. These were tankers who were very good at what they did, and had infantry support or, as I rarely witnessed, they were spider tanking. The best infantry players in the game do this still, I see it almost everyday. Aspects of this game should not be nerfed based on the fact that some people know what they are doing with them. Most tanks that I saw in Chromosome still got their mud pushed in shortly after being called in. Tanks in Chromosome did not incite the majority of the player base to spec heavily into AV as LAVs have done in Uprising. Does anyone else see something wrong here?
What was the point in buffing LAVs, there was nothing wrong with them before. So what your free LAV got OHK by a packed AV grenade, you should not have been trying to play this game by mowing people down in a militia vehicle, they are for cheap transport. A good saga in Chromosome good take grenades and forge gun rounds and survive to get you where you were going. The only thing was that if you called one out in that build you had to either take a loss on it, or stay with the thing until the end of the game. So most people didn't bother wasting the isk (mine cost 100k+) so more often than not all I saw (or drove) were the death trap starter LAVs, but now we can recall those expensive vehicles that are only needed momentarily. I think that LAVs need to be returned to where they were before uprising. LLAVs were very powerful in Chromosome also, they were just much more SP intensive and so they were rarely seen. If built properly they could tank 3 proto FG shots then, now I most LLAVs can take 4 direct hits with a proto FG and drive off into the sunset to heal up for round 2, most tanks wont even take 4 shots as they are now. This is completely backwards.
In my opinion ground vehicles should be returned to what they were in Chromosome, when it was much more balanced. It was a poor choice if the reason Vehicles were "balanced" in uprising was for the things to come (racial variants, proto tanks, and so forth) if we don't even have them. Who knows I could be wrong, maybe I missed something super OP about tanks in the previous build, but I doubt it. I want there to be tanks about that can make it on the field long enough to turn a LLAVs sunny day gray. I want to stop hoping for every map to be CQC, so I don't have to run forge the entire match so that my team won't get completely decimated by f***ing cars. Whats wrong with that? I am not a developer and do not know how any of this crap works beyond what I experience myself, but that is my opinion of what could be done.
TL;DR was better before, cud be agin
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CharCharOdell
Shining Flame Amarr Empire
472
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Posted - 2013.07.13 14:20:00 -
[29] - Quote
Terra Thesis wrote:CharCharOdell wrote:So how come when an exile goes 25:0 it's skill, but when a tanker does it, he's OP? first of all, the majority of the targets out there are ARs, so if one of them gets 25/0 with an exile, he's either skilled or extremely lucky. it's not like he blew up 25 tanks. secondly, i didn't say tanks are op. imho they are either a little UP or possibly just plain old P. but i don't think we will know until PRO tanks are released. right now STD tanks are falling to ADV and PRO AV and it's distorting everyone's perceptions of the tank balance. priority 1: release PRO marauders, then reevaluate.
It wont happen until the infantry have very racial variant of every weapon and dropsuit which is why we need a temporary fix NOW |
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