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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. |
|
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
|
Xocoyol Zaraoul
Zumari Force Projection Caldari State
689
|
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
|
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
|
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? |
|
Soldier of Mawat
Militaires-Sans-Frontieres
89
|
Posted - 2013.07.11 05:56:00 -
[31] - Quote
Why not have both options? Militia HAVs could be option #2, cheap tanks that can get the job done if the tanker is careful but cheap and running them is fairly cost effective. I would say that the current amount of armor/shields of militia tanks are about where they should be. Can't say anything about the cost effectiveness of militia tanks though, I blow them up not drive them. Proto tanks on the other hand should be the incredible mobile god of the battle field requiring 3-5 people working together to take down. Cost could be in the 6 to 10 mill range... not sure about cost though, again I just blow them up. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
689
|
Posted - 2013.07.11 06:00:00 -
[32] - 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
An HAV will not, nor ever have, that kind of EHP.
Each packed AV grenade will do about 1700 damage (rounding down), let's generously say somehow the Madrugar's shields fully absorbed the first grenade (when normally only would soak two-thirds of it), that leaves 11 grenades left out of the twelve, that is 18700 damage, counting explosive damage modifiers that is now 23375 damage, now you are saying that he was at half health...
So according to you, there is a Madrugar with over 46750 armor EHP. |
Knightshade Belladonna
Condotta Rouvenor Gallente Federation
611
|
Posted - 2013.07.11 06:01:00 -
[33] - Quote
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 |
Void Echo
Internal Error. League of Infamy
478
|
Posted - 2013.07.11 06:04:00 -
[34] - Quote
CharCharOdell wrote: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?
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. |
Nguruthos IX
Hellstorm Inc League of Infamy
866
|
Posted - 2013.07.11 06:05:00 -
[35] - Quote
Basically I rather like the idea of there being behemoths like a Titan. Sure one small thing can hypothetically kill it, but it takes for bloody ever and so in reality you either need a couple good counters or some equally large scary thing.
If Dust was only dropsuits there's nothing to set the gameplay apart from every other FPS (which most do the FPS part better)
So dust should aim to excel at what they can do better. Vehicles, modules, unique abilities and roles for suits and ships and setups. The sense of accomplishment that can come from killing a vehicle because it was Hard to kill, took Teamwork, and cost the enemy a LOT of isk. Perhaps earned you some cash?
That's much more exciting to me than derping around shooting ground derps all day. Land lubbers.
If you haven't tried it yet, hop in a drop-ship with some gunners and go head to head with a few other dropships in the air. It's all team work, both people are riding expensive vehicles, whether they're they pilot or not. Now even passengers (gunners) are responsible for both saving their teammates investment, and destroying the enemies.
This one mini-battle between 2 vehicles / 6 players could cost in one minute more ISK than what everyone else will lose on field below, combined. Especially if both die somehow lol.
Well, its fun till some wise guy forge gun blows a hole in your backside out of nowhere. Or a red lined rail tank which isn't even rendered on the screen does half of your heath out of nowhere from 600 meters. But.. I digress.
Point is vehicles should be lauded and expanded upon in dust, not minimized, bastardized and broken to the point of uselessness. It creates a variety of new game play methods and ways to experience battle. Lets elevate things from CoD. Lets get some more vehicles in dust asap |
CharCharOdell
Shining Flame Amarr Empire
426
|
Posted - 2013.07.11 06:06:00 -
[36] - 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 -
[37] - 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. |
DJINN leukoplast
Hellstorm Inc League of Infamy
658
|
Posted - 2013.07.11 06:12:00 -
[38] - Quote
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. |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 06:15:00 -
[39] - 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.
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. |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 06:15:00 -
[40] - Quote
CharCharOdell wrote: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.
unfortunately hardly anyone sees this |
|
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:16:00 -
[41] - 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. |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 06:18:00 -
[42] - Quote
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 |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:27:00 -
[43] - 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 |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 06:28:00 -
[44] - Quote
wow, im probably the biggest tank advocate and supporter because honestly, I only see a few good points from other tank drivers yet I see countless posts by myself on the matter... |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:32:00 -
[45] - Quote
Vry relevant |
meri jin
Goonfeet Top Men.
98
|
Posted - 2013.07.11 06:35:00 -
[46] - Quote
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. |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 06:39:00 -
[47] - Quote
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 |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
693
|
Posted - 2013.07.11 06:48:00 -
[48] - Quote
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. _______________________________ _______________________________ _______________________________
EDIT: If it were up to me, I'd redo the roles we have now. Armor tanking would still be kings of EHP, and would take a while to wear down but also take a while to build back up, they'd be the kind of tank you can drive through extended periods of hell but then take a long while to recover. Shield tanks would be burst-tankers where you are practically invulnerable for 30-45 second bursts and then take 2-3 minutes for your super-hardeners to recover. Tweak this as appropriate for balancing, mostly intended for "end-game" HAVs anyways. |
Knightshade Belladonna
Condotta Rouvenor Gallente Federation
617
|
Posted - 2013.07.11 06:51:00 -
[49] - 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.
we do have proto tanks coming back eventually. So how powerful should they be if advanced need a 50% buff |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 06:52:00 -
[50] - 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 -
[51] - 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. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
693
|
Posted - 2013.07.11 06:58:00 -
[52] - Quote
I'd also like to say that while I'd like the EHPs to go up, i'd also like to see a significant increase in the engine-block damage to also properly punish careless drivers without infantry support and to reward gutsy infantry. I'd also like to see a smaller but still appreciable damage-increase for hitting the "belly" of an HAV so that proximity mines and remote explosives are more of a threat.
All this of course assuming the EHP goes up. |
DJINN leukoplast
Hellstorm Inc League of Infamy
658
|
Posted - 2013.07.11 07:05:00 -
[53] - Quote
Void Echo wrote: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. 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.
|
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 07:35:00 -
[54] - Quote
DJINN leukoplast wrote:Void Echo wrote: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. 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.
...HAHAHAHAHAHAHAHA are you serious, that's your argument? "tankers don't realize that running av means that player is really only effective against vehicles"? no **** Sherlock that's why its called "AV" (ANTI VEHICLE), and yes we understand what you go through, I personally do because I was an av for a week, but still dude, your argument has absolutely 0 points giving to your side of the argument.
tanks are MEANT to be killing machines that are NOT paper thin like you want, I they were then they wouldn't be used... EVER. tanks are meant to dominate the battle field with and without team support (team support pretty much makes the tank unkillable).
and as I stated before, they are in no way op. how would you react if you went 20-5 in a match with whatever your specialized in and your enemies you killed claimed your weapon is "OP" and wanted it nerfed? |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 07:37:00 -
[55] - 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. |
meri jin
Goonfeet Top Men.
98
|
Posted - 2013.07.11 07:45:00 -
[56] - Quote
DJINN leukoplast wrote:Void Echo wrote: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. 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.
Very bad trolling 0/10 |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 07:46:00 -
[57] - Quote
CharCharOdell wrote: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.
you need to delete the part where it says I said that. |
CharCharOdell
Shining Flame Amarr Empire
431
|
Posted - 2013.07.11 07:51:00 -
[58] - 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. |
DJINN leukoplast
Hellstorm Inc League of Infamy
658
|
Posted - 2013.07.11 08:39:00 -
[59] - Quote
Void Echo wrote:
...HAHAHAHAHAHAHAHA are you serious, that's your argument? "tankers don't realize that running av means that player is really only effective against vehicles"? no **** Sherlock that's why its called "AV" (ANTI VEHICLE), and yes we understand what you go through, I personally do because I was an av for a week, but still dude, your argument has absolutely 0 points giving to your side of the argument.
tanks are MEANT to be killing machines that are NOT paper thin like you want, I they were then they wouldn't be used... EVER. tanks are meant to dominate the battle field with and without team support (team support pretty much makes the tank unkillable).
and as I stated before, they are in no way op. how would you react if you went 20-5 in a match with whatever your specialized in and your enemies you killed claimed your weapon is "OP" and wanted it nerfed?
Exactly, tanks are p2w noobery. Nuff said.
You just proved yourself wrong, appreciate it, saved me the time |
Garrett Blacknova
Codex Troopers
3296
|
Posted - 2013.07.11 08:43:00 -
[60] - Quote
Should tanks be win-buttons or cheap throw-aways?
No. Tanks should be NEITHER of those things.
When enemy infantry shows up with no AV weapons (including Grenades), then it's perfectly reasonable for the tank to LOOK LIKE a win button. But if there are a handful of guys with AV Grenades, or if there's a dedicated AV guy, the tank should have to retreat or risk serious damage/destruction. AV Grenades SHOULDN'T be a primary AV weapon on their own, they should be treated as similarly to how sidearms are against "proper" weapons. If you bring AV Grenades, it should be completely unreasonable to expect a tank to run from you. Even 2 guys with AV Grenades should be a credible threat only if you're running a cheap/terrible fit or a glass cannon. If there are 3 - 5 guys (depending on skill/SP investment/meta level relative to tank) with AV Grenades, then watch it burn, but it should require at least that many non-dedicated AV players to be a credible threat.
If you have guys running dedicated AV, one Swarm Launcher/Forge Gun/Plasma Cannon should be sufficient to keep one equal-tier tank at bay. Unless the tank driver is stupid, or the tank is badly fitted, it should be extremely difficult to kill without backup. If the AV guy is smart, he should be able to avoid significant risk of getting himself killed as well.
When it comes to tank vs. tank, it should be reasonable for damage-modded Prototype weapons to 2-shot (but NOT 1-shot) Militia tanks or glass cannon fittings. |
|
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 09:32:00 -
[61] - Quote
DJINN leukoplast wrote:Void Echo wrote:
...HAHAHAHAHAHAHAHA are you serious, that's your argument? "tankers don't realize that running av means that player is really only effective against vehicles"? no **** Sherlock that's why its called "AV" (ANTI VEHICLE), and yes we understand what you go through, I personally do because I was an av for a week, but still dude, your argument has absolutely 0 points giving to your side of the argument.
tanks are MEANT to be killing machines that are NOT paper thin like you want, I they were then they wouldn't be used... EVER. tanks are meant to dominate the battle field with and without team support (team support pretty much makes the tank unkillable).
and as I stated before, they are in no way op. how would you react if you went 20-5 in a match with whatever your specialized in and your enemies you killed claimed your weapon is "OP" and wanted it nerfed?
Exactly, tanks are p2w noobery. Nuff said. You just proved yourself wrong, appreciate it, saved me the time
nothing in my post supports your statement that tanks are ptw, there are only 2 tanks you can buy with real money, the aurum tanks and including the blaster, the rail gun and the missile launcher, other than that nothing in tanks is ptw, I didn't buy 4 madrugars with $10.00, that would be ptw, I bought them with the ISK that I got from matches in game, so you have no valid argument over that.
how the hell did I prove myself wrong? nowhere in the post did I ever mention paying real money to get tanks or the skills required to use them.
Pay to Win- Games that let you buy better gear or allow you to make better items then everyone else at a faster rate and then makes the game largely unbalanced even for people who have skill in the game without paying. (using real money, not the in-game currency)
The ONLY thing that resembles Pay to Win is Aurum which you can buy only things with yellow numbers in the market, not blue numbers. (including passive and active boosters).
tanks are NOT OP or PTW. get over yourself you infantry whiner |
Void Echo
Internal Error. League of Infamy
485
|
Posted - 2013.07.11 09:41:00 -
[62] - Quote
I invite you to show me where you have any valid points here |
Takahiro Kashuken
Red Star. EoN.
646
|
Posted - 2013.07.11 11:26:00 -
[63] - Quote
Both options are the extremes tbh
As a vehicle pilot i would prefer option 1 because it is the option that is most like a tank in my eyes
A tank is supposed to be the frontline in general for me, a mass of armor which is able to soak up small arms damage and be able to knock through tough defences if that means going in through the wall
It would take co-ordinated AV teamwork to take down the titan on the field which would require proto AV users
Likewise for the driver to really get the best out of the titan on wheels it would require an obscene amount of SP for both the vehicle & mods & pilot suit & mods and also a hefty price tag to boot
Problem is tho we need to sort out the problems we have now and try and balance it up and fix the bugs |
Shion Typhon
Intara Direct Action Caldari State
121
|
Posted - 2013.07.11 11:35:00 -
[64] - 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,
OR
2) Squishy, throwaways that are so cheap, that one can be lost every match and still have a profit made.
Definitely not 1, that's going too far, but you're actually asking the wrong question. The real question you need to ask is:
"Why don't both tanks and infantry scale properly against one another numerically?" |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
152
|
Posted - 2013.07.11 12:00:00 -
[65] - Quote
Ingore the DJUNN. He's a ******* idiot who thinks that Dust should be a no vehicle zone. And he think if there's vehicles, all of them should be soloable with MLT AV. Oh and he wants a buff for all AV too.
Anyways, neither. Just reduce the price of turrets back to normal. I don't even know why CCP decided to even raise them. But then again, why did they decide to take away the PG skill bonus?
Peace, Aizen |
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 13:08:00 -
[66] - Quote
CharCharOdell wrote: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.
Ugh... no, no, no. You're ignoring all the basics.
Don't you think pubstomping is already bad enough? You don't make an exclusive little pubstomp club for yourself, because the pubbies aren't gonna stick around and let you jack off all day on them. It'll just be you standing around stroking your uber-HAV all by yourself. God modes / win buttons are dumb. Basic game design.
And you can't balance things with mega ridiculous grinds. Grinding out 20m SP doesn't make you "elite" in any way whatsoever. It's not the 90s, we're not rewarding players for being unemployed anymore.
Making the tanks crazy expensive does nothing unless they're a reasonable chance they could be destroyed. You're still trying to turn a death machine into a safe isk printing factory. All you're accomplishing is you're making everyone go through a really dumb grind before they get into their safe little isk printers. You'll still have matches full of tanks, except there will be even more red line as people try to protect their investments. It'll be 16v16 afk redline tanks.
HAVs should go as follows. "Your HAV forces, when supported by infantry, are the most fearsome fighting force in the universe. We know this kind of power does not come free. Every conquered district means many lost HAVs. Very few can afford to use this kind of power. But we are incredibly rich and we are willing to pay you."
It should not be like this: "Oh, gee, it's 10am. I guess it's time to go into my 24/7 isk grinder and grind some more isk today against all the other 24/7 isk grinders. We'll pretend to fight, but in the end, really we'll earn lots of isk together." |
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 13:59:00 -
[67] - Quote
nothing in the game should be safe except the free starter fits. the bigger the **** you want to pull out, the more it should cost you match after match. proto should just give you an edge when all that matters is winning. you should not be using it to stomp for profit. PRO suits can be popped by STD guns, and PRO tanks should not be immune to STD AV. stop trying to make HAVs safe and affordable. |
Marston VC
Sver true blood Public Disorder.
550
|
Posted - 2013.07.11 14:00:00 -
[68] - Quote
I say, tanks should be more expendible, but a still a pain in the ass if nobody deals with them..... kind of like a planet side two tank. There not "that" hard to kill, but if left un checked they can just f up everything. |
Lorhak Gannarsein
DUST University Ivy League
57
|
Posted - 2013.07.11 14:34:00 -
[69] - Quote
Terra Thesis wrote:nothing in the game should be safe except the free starter fits. the bigger the **** you want to pull out, the more it should cost you match after match. proto should just give you an edge when all that matters is winning. you should not be using it to stomp for profit. PRO suits can be popped by STD guns, and PRO tanks should not be immune to STD AV. stop trying to make HAVs safe and affordable.
I specced into my STD HAVs the way you specced into your STD AR. What makes your AR so special and my HAV so pathetic that it is a practical impossibility (except for a rare, exceptional few) to run a profit running it?
Why is it that your SP is so much more valuable than mine that just because you specced into something means you should be able to run it profitably and mine, which is far more SP intensive to make remotelyeffective, should not? |
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 14:51:00 -
[70] - Quote
Lorhak Gannarsein wrote:I specced into my STD HAVs the way you specced into your STD AR. What makes your AR so special and my HAV so pathetic that it is a practical impossibility (except for a rare, exceptional few) to run a profit running it?
Why is it that your SP is so much more valuable than mine that just because you specced into something means you should be able to run it profitably and mine, which is far more SP intensive to make remotelyeffective, should not?
our SP is worth the exact same. you just simply invested it into something clearly intended to be a prestige weapon. but you're comparing the biggest, baddest weapon system in dust against the free weapon you get in your starter fit and asking to make it just as affordable? |
|
Brasidas Kriegen
The Southern Legion RISE of LEGION
5
|
Posted - 2013.07.11 15:47:00 -
[71] - Quote
The only real problem I see with tanks as they are is due to the nature of pub matches. People always say "you need dedicated AV", or "the reason you can't deal with this or that vehicle is because you nubs don't switch to AV" bla bla bla. The problem is not that one person goes dedicated AV, it is that without dedicated AV players on a team tanks (or for that matter some murder taxis) often require coordinated strikes from a team. Eg. 2 or 3 people switch to AV and the others protect them. This kind of coordination is virtually impossible in most pub matches.
I don't want this to be COD either and I think that people should join corps, and squads etc. But the way tanks work at the moment any team that doesn't have some amazing AV player or a good squad with decent AV will just be completely blown away by one tank. Honestly all it would take to fix that problem is either to have vehicle free game modes, or just more areas of the maps that can't be accessed via vehicles.
Dust shouldn't be COD, but it isn't World of Tanks either. The majority of every team should be infantry, so tanks, dropships and LAVs should be the exception, not the rule. The vehicles need to be important, and something of a force multiplier, just as logistics should be (instead of the preeminent weapon on the battlefield...I'm looking at you Caldari Logi). |
Takahiro Kashuken
Red Star. EoN.
646
|
Posted - 2013.07.11 16:13:00 -
[72] - Quote
Terra Thesis wrote:nothing in the game should be safe except the free starter fits. the bigger the **** you want to pull out, the more it should cost you match after match. proto should just give you an edge when all that matters is winning. you should not be using it to stomp for profit. PRO suits can be popped by STD guns, and PRO tanks should not be immune to STD AV. stop trying to make HAVs safe and affordable.
Ye but how many milita does it take to kill proto?
Like its around 3 std AV to kill basic vehicle
So proto vehicle would take 3 proto AV |
Aythadis Smith
The Generals EoN.
67
|
Posted - 2013.07.11 16:21:00 -
[73] - Quote
All I know is, people gripe that the driver can use the main gun, too hard to kill, and too fast.
Me driving a tank
"Why is that blueberry shooting at the MCC? Even if you could hit it, our MCC you dolt!" Now, this moron has control of my main gun, brilliant
But make it squad only.... So I have to group specifically with this one guy who is trained on the one turret I have....
AV.
Oh look, forge gunner is up high, I can't aim that high and is there a safe place I can hide from him? Again, depending on 6 other randoms for a sniper for one guy. So, at this rate, I need 2 slayers for swarmers, 1 sniper, a medic for them and me, a guy controlling my main gun and... Me. So.... Why not just use a LLAV with a fatty turret on it?
Every one wants a wicked tank on their side, but wants all red dot tanks to be soloed.
At this rate, might as well make them 300 ISK and made of scouts. |
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 16:55:00 -
[74] - Quote
Takahiro Kashuken wrote:Ye but how many milita does it take to kill proto?
Like its around 3 std AV to kill basic vehicle
So proto vehicle would take 3 proto AV
it takes about 2 good STD AV to kill a good STD HAV. i think that's about right. ADV AV is about 20-25% more powerful so ADV HAV should be about 20-25%% stronger. and then PRO should be another 20-25% on top. so PRO should be about 50% stronger, which means it should take about 2 PRO AV, 2.5 ADV AV, or 3 STD AV to kill.
this idea that "my PRO tank requires PRO AV to kill" is so wrong. PRO doesn't mean you get to ignore all those gross unwashed STD players. it should be mainly about tactics, not about how much free time you had in the last 6 months. you let 3 dudes sneak up on your solo tank with no support, you should die... regardless of who has how much sp or isk. |
Takahiro Kashuken
Red Star. EoN.
646
|
Posted - 2013.07.11 17:01:00 -
[75] - Quote
Terra Thesis wrote:Takahiro Kashuken wrote:Ye but how many milita does it take to kill proto?
Like its around 3 std AV to kill basic vehicle
So proto vehicle would take 3 proto AV it takes about 2 good STD AV to kill a good STD HAV. i think that's about right. ADV AV is about 20-25% more powerful so ADV HAV should be about 20-25%% stronger. and then PRO should be another 20-25% on top. so PRO should be about 50% stronger, which means it should take about 2 PRO AV, 2.5 ADV AV, or 3 STD AV to kill. this idea that "my PRO tank requires PRO AV to kill" is so wrong. PRO doesn't mean you get to ignore all those gross unwashed STD players. it should be mainly about tactics, not about how much free time you had in the last 6 months. you let 3 dudes sneak up on your solo tank with no support, you should die... regardless of who has how much sp or isk.
Nope
3 proto AV to kill proto HAV
Im not going to let 3 std AV kill a proto HAV what would be the point of that? 1 proto AV could still solo that proto HAV so it wouldnt be an upgrade
Just stick to running infantry
|
Mobius Wyvern
BetaMax. CRONOS.
2422
|
Posted - 2013.07.11 17:06:00 -
[76] - Quote
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 agree.
The issue here is that everyone wants to try and balance them around Instant Battles. It seems that even CCP have been trying to do that.
You can't balance assets around "pub" matches. Improvements to matchmaking should help keep a level playing field in those matches, in which case we can hopefully get some balance decisions made around well organized groups going against each other, as they do in PC. |
Sgt Buttscratch
Algintal Core Gallente Federation
439
|
Posted - 2013.07.11 17:13:00 -
[77] - Quote
I dont like the question as stated in thread title.
Tanks should be a force to be reckoned with, but defeated with a good tactical AV attack from enemy squad, not 1 man a nano hive and some av nades |
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 18:02:00 -
[78] - Quote
Takahiro Kashuken wrote:Nope
3 proto AV to kill proto HAV
Im not going to let 3 std AV kill a proto HAV what would be the point of that? 1 proto AV could still solo that proto HAV so it wouldnt be an upgrade
Just stick to running infantry
the point is PRO is not a comfy blanket of safety where you grind for 12 months and then you no longer have to worry about danger. welcome to 2013, we don't balance by grinding anymore. you can have 5 billion sp, your tank should still be killable.
if you don't want to be killed by 3 skilled std av, instead of whining about how much elite SP you have, just use a little skill and effort and don't sit still in one spot while 3 dudes set up nanohives all around you. |
kiarbanor
S.e.V.e.N. Top Men.
89
|
Posted - 2013.07.11 18:13:00 -
[79] - Quote
It's not like I dislike the options on the original post, but I think there are ways to quickly adjust aspects in order to level the playing field.
I think there should be modules to unlock that equip your vehicles with warnings, one for forge guns being charged up and aimed at you and one for missiles locking on. That, in itself, will help make HAVs "feel" better. The second part is that there should be modules that can then "deflect" forge guns or missiles.
These modules would require more SP and would require valuable CPU, PG, and slots. These modules, of course, would be active and have cooling down periods, which would force the tank to either take the next hit or run away. It would also require AV mercs to coordinate their attacks on vehicles.
I also think there needs to be an ajustment in how an HAV handles and drives. Right now, it's like turning and driving a box without any wheels. Horrible.
I'm sure these aren't the best ideas, but I very much agree that there are negative issues for practically using HAVs in battle.
|
Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 18:31:00 -
[80] - Quote
kiarbanor wrote:one for forge guns being charged up
as a forge gunner on one character and vehicle pilot on another, i am very much in favor of map wide visibility of a charged forge canon. forge gunners should not be stealthily sniping from across the map. you pull the trigger, your signature should spike through the stratosphere. |
|
Harpyja
DUST University Ivy League
245
|
Posted - 2013.07.11 18:47:00 -
[81] - Quote
Mobius Wyvern 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 agree. The issue here is that everyone wants to try and balance them around Instant Battles. It seems that even CCP have been trying to do that. You can't balance assets around "pub" matches. Improvements to matchmaking should help keep a level playing field in those matches, in which case we can hopefully get some balance decisions made around well organized groups going against each other, as they do in PC. This.
BUT, tanks still need to be balanced, but one against another. For example, as most of us should know by now, that shield vs armor tanking is fairly one-sided, with armor having the upper hand. Reps that are 3x as powerful, hardeners that are much more effective, same damage output (if not more), and faster acceleration.
Shield tanks should be the king of AV while armor tanks should be the king of AI. Their damn weapon systems suggest these roles: railguns and missiles for ranged bombardment while blasters are for short-ranged precision.
But what do we get? Armor tanks that can rep through most of the damage brought upon them by shield tanks, chew through infantry and shield tanks alike, all while being incrediby versatile. You can take a blaster to engage infantry and vehicles alike, but it's much harder to take railguns to engage infantry. Missiles are better than railguns against infantry, but they sacrifice ranged precision, which means that missiles are outclassed by blasters and railguns. You want to deal with infantry? Blasters over missiles. You want to deal with vehicles? Railguns over missiles. |
CharCharOdell
Shining Flame Amarr Empire
444
|
Posted - 2013.07.11 19:55:00 -
[82] - 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) |
Void Echo
Internal Error. League of Infamy
491
|
Posted - 2013.07.11 20:29:00 -
[83] - Quote
Brasidas Kriegen wrote:The only real problem I see with tanks as they are is due to the nature of pub matches. People always say "you need dedicated AV", or "the reason you can't deal with this or that vehicle is because you nubs don't switch to AV" bla bla bla. The problem is not that one person goes dedicated AV, it is that without dedicated AV players on a team tanks (or for that matter some murder taxis) often require coordinated strikes from a team. Eg. 2 or 3 people switch to AV and the others protect them. This kind of coordination is virtually impossible in most pub matches.
I don't want this to be COD either and I think that people should join corps, and squads etc. But the way tanks work at the moment any team that doesn't have some amazing AV player or a good squad with decent AV will just be completely blown away by one tank. Honestly all it would take to fix that problem is either to have vehicle free game modes, or just more areas of the maps that can't be accessed via vehicles.
Dust shouldn't be COD, but it isn't World of Tanks either. The majority of every team should be infantry, so tanks, dropships and LAVs should be the exception, not the rule. The vehicles need to be important, and something of a force multiplier, just as logistics should be (instead of the preeminent weapon on the battlefield...I'm looking at you Caldari Logi).
or there should be an equal ration of vehicles to infantry on the battlefield.
this is in no way call of duty, but making it to where there are only 2 vehicles on every team makes it seam like a kill streak, therefore this game resembles call of duty, the only way to make this not like call of duty with the way the infantry are controlling this game is to make the ratio of vehicles to infantry the same, for every 3 infantry players, there are 3 vehicle users in the team and so on |
Killar-12
Greatness Achieved Through Training EoN.
104
|
Posted - 2013.07.11 20:42:00 -
[84] - Quote
fix the PG skill and give us marauders back and we will be fine. |
Takahiro Kashuken
Red Star. EoN.
647
|
Posted - 2013.07.12 11:34:00 -
[85] - Quote
Terra Thesis wrote:Takahiro Kashuken wrote:Nope
3 proto AV to kill proto HAV
Im not going to let 3 std AV kill a proto HAV what would be the point of that? 1 proto AV could still solo that proto HAV so it wouldnt be an upgrade
Just stick to running infantry
the point is PRO is not a comfy blanket of safety where you grind for 12 months and then you no longer have to worry about danger. welcome to 2013, we don't balance by grinding anymore. you can have 5 billion sp, your tank should still be killable. if you don't want to be killed by 3 skilled std av, instead of whining about how much elite SP you have, just use a little skill and effort and don't sit still in one spot while 3 dudes set up nanohives all around you.
Yes it is
If i bring out proto tank and the pub match enemies all have milita AV then i will be king, it will take the entire team to kill it or if i screw up
No point having a proto hav can be killed by 3 std AV before they have to reload because that is the tank we have now, basic |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
509
|
Posted - 2013.07.12 12:08:00 -
[86] - Quote
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.
|
Terra Thesis
HDYLTA Defiant Legacy
340
|
Posted - 2013.07.12 12:32:00 -
[87] - Quote
Takahiro Kashuken wrote:Yes it is
If i bring out proto tank and the pub match enemies all have milita AV then i will be king, it will take the entire team to kill it or if i screw up Well then... good luck with your game where you're invincible and people log on errday for the honor of getting beat up by you, our king. Sounds like if someone ever makes a game like that it will be superfun. |
Takahiro Kashuken
Red Star. EoN.
648
|
Posted - 2013.07.12 12:45:00 -
[88] - Quote
Terra Thesis wrote:Takahiro Kashuken wrote:Yes it is
If i bring out proto tank and the pub match enemies all have milita AV then i will be king, it will take the entire team to kill it or if i screw up Well then... good luck with your game where you're invincible and people log on errday for the honor of getting beat up by you, our king. Sounds like if someone ever makes a game like that it will be superfun.
Thanks
I was king back in the early days with proto dropsuits and ARs but no complained because AR514
|
Terra Thesis
HDYLTA Defiant Legacy
340
|
Posted - 2013.07.12 13:39:00 -
[89] - Quote
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? |
Operative 1174 Uuali
D3LTA ACADEMY Inver Brass
25
|
Posted - 2013.07.12 13:43:00 -
[90] - Quote
TL;DR
Tanks should be what they are nowGǪ
They are great against vehicles, and/or ok against infantry and can't cap ****. They are fine as long as a game is not won because of them. So far I have not won a battle because I had the only tank on the field. The team with the best infantry and/or the most protogear wins.
My tank ends up being for lol kills and installation/murder taxi removal. |
|
HYENAKILLER X
Condotta Rouvenor Gallente Federation
36
|
Posted - 2013.07.12 13:45:00 -
[91] - Quote
Tanks always hide. |
Takahiro Kashuken
Red Star. EoN.
649
|
Posted - 2013.07.12 13:52:00 -
[92] - Quote
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 |
Justin Tymes
Raymond James Corp
202
|
Posted - 2013.07.12 13:54:00 -
[93] - 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.
Lolno this entire game is based around standard gear being effective against anything, so skill > SP. Just because you SP sink into something does not give you the right to be invincible to standard gear. |
CharCharOdell
Shining Flame Amarr Empire
462
|
Posted - 2013.07.12 14:13:00 -
[94] - 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 -
[95] - 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. |
Terra Thesis
HDYLTA Defiant Legacy
341
|
Posted - 2013.07.12 14:27:00 -
[96] - Quote
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. |
Killar-12
Greatness Achieved Through Training EoN.
127
|
Posted - 2013.07.12 14:32:00 -
[97] - Quote
fix PG and turret prices and then go from there. but that should do the trick. |
CharCharOdell
Shining Flame Amarr Empire
462
|
Posted - 2013.07.12 14:36:00 -
[98] - 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? |
Takahiro Kashuken
Red Star. EoN.
650
|
Posted - 2013.07.12 14:37:00 -
[99] - 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.
No matter how much skill i have or the setup i use proto AV can 2-3 shot the fit i am using
Noskillsswarms can avoid my cover and be invisible and deal minimum 2k damage
FG stronger than my vehicle mounted railgun and fire faster deals minimum 2k damage
Hence why im the hills
Its not skill its SP, i can skill into proto AV and kill things all day because its basic vehicles im killing
If we get advanced/proto that would stop and all these solo proto AV would be screwed
|
Terra Thesis
HDYLTA Defiant Legacy
343
|
Posted - 2013.07.12 18:11:00 -
[100] - Quote
Takahiro Kashuken wrote:If we get advanced/proto that would stop and all these solo proto AV would be screwed I'm not sure why we are arguing about, because i agree. |
|
Aythadis Smith
The Generals EoN.
67
|
Posted - 2013.07.12 21:49:00 -
[101] - Quote
Terra Thesis wrote:Takahiro Kashuken wrote:If we get advanced/proto that would stop and all these solo proto AV would be screwed I'm not sure why we are arguing about, because i agree. People already showed their "concern" that they don't want them stronger NOR cheaper.
Us drivers ( which I've given up on), it is too expensive, too much of an SP sink, and too fragile. Half the time the indicator lies at where I'm being hit. I have to PHYSICALLY see the shot to have a valid indicator.
Tanks are a war machine. If we ever get these promise gargantuan maps, still worthless because of invisible shots. AV does it's job, and does it well. Our only counter is our ability to drive and our team. Sadly, the latter is out of our control.
Off topic ish, but it feels shields survives infantry longer then armor. But armor survives the fight VS shields.
On topic. Either AV needs pulled back, tanks need to be cheaper, or made ungodly sinks in both sides, and make them giant war machines. With them in the middle only makes AV happy, while most tanks sit in the red line because they cant compete with it.
How many times have you been in a tank, and was getting forged from the sky, and you cant aim up. So running as fast as you can away from said forge, only to get popped while trying to hide.
So, cheap with little SP sink and made of glass, or we get some god like war machine but costs so damn much that most would be afraid of loosing it that only the most important battles, they would be seen.
|
Aythadis Smith
The Generals EoN.
67
|
Posted - 2013.07.12 21:55:00 -
[102] - Quote
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
|
CharCharOdell
Shining Flame Amarr Empire
466
|
Posted - 2013.07.12 23:35:00 -
[103] - 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.
|
CharCharOdell
Shining Flame Amarr Empire
469
|
Posted - 2013.07.13 05:37:00 -
[104] - 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...:/ |
gbt555
Mannar Focused Warfare Gallente Federation
1
|
Posted - 2013.07.13 05:39:00 -
[105] - Quote
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...
|
CharCharOdell
Shining Flame Amarr Empire
470
|
Posted - 2013.07.13 05:40:00 -
[106] - 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 -
[107] - 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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Terra Thesis
HDYLTA Defiant Legacy
344
|
Posted - 2013.07.13 12:10:00 -
[108] - Quote
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. |
CharCharOdell
Shining Flame Amarr Empire
472
|
Posted - 2013.07.13 14:20:00 -
[109] - 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 |
Operative 1174 Uuali
D3LTA ACADEMY Inver Brass
26
|
Posted - 2013.07.13 14:43:00 -
[110] - Quote
DJINN leukoplast wrote:Void Echo wrote:
...HAHAHAHAHAHAHAHA are you serious, that's your argument? "tankers don't realize that running av means that player is really only effective against vehicles"? no **** Sherlock that's why its called "AV" (ANTI VEHICLE), and yes we understand what you go through, I personally do because I was an av for a week, but still dude, your argument has absolutely 0 points giving to your side of the argument.
tanks are MEANT to be killing machines that are NOT paper thin like you want, I they were then they wouldn't be used... EVER. tanks are meant to dominate the battle field with and without team support (team support pretty much makes the tank unkillable).
and as I stated before, they are in no way op. how would you react if you went 20-5 in a match with whatever your specialized in and your enemies you killed claimed your weapon is "OP" and wanted it nerfed?
Exactly, tanks are p2w noobery. Nuff said. You just proved yourself wrong, appreciate it, saved me the time
Lol, a Helstorm player says tanks are noobery. Spam more grenades and then say that. |
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Aythadis Smith
The Generals EoN.
70
|
Posted - 2013.07.13 20:35:00 -
[111] - Quote
Operative 1174 Uuali wrote:DJINN leukoplast wrote:Void Echo wrote:
...HAHAHAHAHAHAHAHA are you serious, that's your argument? "tankers don't realize that running av means that player is really only effective against vehicles"? no **** Sherlock that's why its called "AV" (ANTI VEHICLE), and yes we understand what you go through, I personally do because I was an av for a week, but still dude, your argument has absolutely 0 points giving to your side of the argument.
tanks are MEANT to be killing machines that are NOT paper thin like you want, I they were then they wouldn't be used... EVER. tanks are meant to dominate the battle field with and without team support (team support pretty much makes the tank unkillable).
and as I stated before, they are in no way op. how would you react if you went 20-5 in a match with whatever your specialized in and your enemies you killed claimed your weapon is "OP" and wanted it nerfed?
Exactly, tanks are p2w noobery. Nuff said. You just proved yourself wrong, appreciate it, saved me the time Lol, a Helstorm player says tanks are noobery. Spam more grenades and then say that. I know this has been said before but, I know of Sniper, Shotgunners, AR, to even Flaylock users to have passed the 30-0 mark. THE MOMENT a tank does it...QQ OP OP.....nerf nerf nerf nerf.
I have honestly been yelled at ( the beginning of the build) for whipping out a tank and 20-0. I'm so sorry I went as a killing machine that is meant to strike fear into my enemies. Next respect, I'll put my points into a nice pretty pink pony. |
Aythadis Smith
The Generals EoN.
70
|
Posted - 2013.07.13 20:41:00 -
[112] - Quote
CharCharOdell wrote: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...:/ I want tanks to be some gory, scary, nearly unstoppable machines of war. Striking fear into the hearts of my enemies, I want to hide and having to bounce from structure to structure having to find safe ways behind enemy lines to escape this war machine. Just for an objective cap, or to get a supply depo just to hit this tank with what ever, get him distracted on me.
Having like real tactics to pop these things, or at least push them to the redline for reps while we stage a trap for this tank.
ANY THING BUT...lol grenade spam. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2236
|
Posted - 2013.07.13 21:03:00 -
[113] - Quote
option 3 (price reduction) is the only way to go.
Option 2 (massive buff) is just stupid, and the amount of votes for it says a lot about the tankers in our community- they just want to be godmode. I played during the days when the only thing that could take down a tank was another tank. It was only fun for tankers.
The reason I chose 3 is because it will increase the number of HAVs, allowing drivers a solo option, while not ruining the game for the infantry, and also making AV a viable role. It also will make the game the way it should, where the space between objectives is dominated by tank battles. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2236
|
Posted - 2013.07.13 21:14:00 -
[114] - Quote
Aythadis Smith wrote:Terra Thesis wrote:Takahiro Kashuken wrote:If we get advanced/proto that would stop and all these solo proto AV would be screwed I'm not sure why we are arguing about, because i agree. People already showed their "concern" that they don't want them stronger NOR cheaper. Us drivers ( which I've given up on), it is too expensive, too much of an SP sink, and too fragile. Half the time the indicator lies at where I'm being hit. I have to PHYSICALLY see the shot to have a valid indicator. Tanks are a war machine. If we ever get these promise gargantuan maps, still worthless because of invisible shots. AV does it's job, and does it well. Our only counter is our ability to drive and our team. Sadly, the latter is out of our control. Off topic ish, but it feels shields survives infantry longer then armor. But armor survives the fight VS shields. On topic. Either AV needs pulled back, tanks need to be cheaper, or made ungodly sinks in both sides, and make them giant war machines. With them in the middle only makes AV happy, while most tanks sit in the red line because they cant compete with it. How many times have you been in a tank, and was getting forged from the sky, and you cant aim up. So running as fast as you can away from said forge, only to get popped while trying to hide. So, cheap with little SP sink and made of glass, or we get some god like war machine but costs so damn much that most would be afraid of loosing it that only the most important battles, they would be seen. Even AV isn't happy in the middle- I know because I've ran AV (I've done literally everything) Right now, 1 of 2 things happens
- Tankers lose 1 HAV to AV, the AV gets points for killing it, but the tanker doesn't call in another HAV because of price reasons, and AVers have no source of WP
- A tanker who put everything in their tank (nothing wrong with that) comes out, and the AV can't kill them quickly enough. It then turns into a game of the AVer/s following the HAV around the map, while getting deaths instead of points in the process
What AVers need is more HAVs- and that comes with cheap, squishy ones. |
hooc order
Deep Space Republic Top Men.
611
|
Posted - 2013.07.13 21:22:00 -
[115] - Quote
D. ALL of the above!!!
Tanks should be a cheap throw away win button!!!
Seriously "Tank War Dust 514" would be way more fun then "flaylock war dust 514" |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2236
|
Posted - 2013.07.13 21:44:00 -
[116] - Quote
hooc order wrote:D. ALL of the above!!!
Tanks should be a cheap throw away win button!!!
Seriously "Tank War Dust 514" would be way more fun then "flaylock war dust 514" Come to think of it, wouldn't having an LAV moving with your squad be an easy way to kill flaylocks? I mean, they can't get a direct hit on you worth a damn, so the gunner would be fine. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
739
|
Posted - 2013.07.13 21:52:00 -
[117] - Quote
The splash would likely take out the driver if the driver was not careful or not wearing a fatsuit.
As a bit of a tangent, that's my problem with the LLAVs, if you use them for their intended roles they are sitting ducks. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2238
|
Posted - 2013.07.13 22:09:00 -
[118] - Quote
Xocoyol Zaraoul wrote:The splash would likely take out the driver if the driver was not careful or not wearing a fatsuit.
As a bit of a tangent, that's my problem with the LLAVs, if you use them for their intended roles they (the drivers) are sitting ducks. A few days ago, I actually saw an enemy LLAV repping over a very long range (from one side of the bridge to the other on spine crescent). Unfortunately, as soon as any of the people it was repping went on the other side of anything, the repair beam would break |
Azura Sakura
Militaires-Sans-Frontieres
285
|
Posted - 2013.07.13 22:14:00 -
[119] - Quote
Anyone know why CCP add ADV-PRO AV against like STD and MLT vehicles? |
Aythadis Smith
The Generals EoN.
70
|
Posted - 2013.07.13 23:30:00 -
[120] - Quote
At the rate we are going with tanks
MEET THE NEW PROTO TANKS!
100% MORE BOUNCY!!!! |
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Combat Clinic
Swamp Marines
1
|
Posted - 2013.07.16 16:27:00 -
[121] - Quote
Tbh, tanks need to be more stronger, it should take a group of 3 with av's to work together to take out a tank instead of just one guy with proto av's who can single handedly demolish a tank with out help with teammates, what is the point of having proto av's when the only tanks available are basic ones....... |
DAMIOS82
Seituoda Taskforce Command Caldari State
16
|
Posted - 2013.07.16 17:30:00 -
[122] - Quote
i believe the stnd tanks should be cheap and vulnerable to av, swarms and forge,1 or two of those makes an easy kill, adv should require teams to demolish, more then just 1 hit, more like 5 or 6 well placed hits. proto tanks should be invulnerable against av's, swarms, forge, meaning bearly a scratch and should require a specialised antitank vehicle to demolish. at least that way one would have to invest in order to destroy something expensive, but at the same time put there own vehicle at risk of destruction. this would be the best way. as it is now, av's swarms and forge are god weapons against vehicles and there is no way to counter them. its like in EVE you don't see me one shotting a titan with a frigate do you? however when they release the proto tanks they should also balance the nades out and release the antitank vehicle, not one first and the rest |
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