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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Takahiro Kashuken
Red Star. EoN.
647
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Posted - 2013.07.12 11:41:00 -
[1] - Quote
Just add this lot
https://forums.dust514.com/default.aspx?g=posts&m=925183#post925183 |
Takahiro Kashuken
Red Star. EoN.
648
|
Posted - 2013.07.12 12:46:00 -
[2] - Quote
daishi mk03 wrote:Would it be okay if Mad&Gunn became the prototype tanks and we add two weaker / cheaper Std and Adv versions of both?
No because proto AV can easily solo them in 2-3 shots |
Takahiro Kashuken
Red Star. EoN.
649
|
Posted - 2013.07.12 13:14:00 -
[3] - Quote
Tony Calif wrote:Takahiro Kashuken wrote:daishi mk03 wrote:Would it be okay if Mad&Gunn became the prototype tanks and we add two weaker / cheaper Std and Adv versions of both? No because proto AV can easily solo them in 2-3 shots If you don't have resists or reps then sure. But that's your fault for not using your modules.
Even with modules it can still be 3 shot
Only diff is FG require aim so they can miss but when it hits its instant and hard
lolswarms never miss even when you behind cover your only defense is activate everything, pray to god and gtfo and hope they do hit something other than you or that he is that far away the travel time for the missiles gives you enough time to rep some hp back or that they time out |
Takahiro Kashuken
Red Star. EoN.
653
|
Posted - 2013.07.13 11:58:00 -
[4] - Quote
Stinker Butt wrote:Reducing the price is fine, but I don't agree with anything else. Tanks shouldn't be a one man army. they are meant to be destroyed like anything else in the game. I still see 2-3 tanks every public match, so that tells me they can't be that underpowered. Decent tanks are usually number one on the end of match leader board.
My suggestions: lower price limit range of rail tanks to stop sniping from across the map stop the unlimited ammo and make them resupply at supply depots - then they'll stop destroying them constantly since they need them as much as anyone else
Only reason it seems that a tank is a 'one man army' is because all it takes is 1 man to operate it which sounds easy enough but in the thick of it turning modules on and off while still moving and trying to kill a tank or something else while getting rocked by AV is a major pain in the arse and if it was so easy then why isnt everyone in a tank?
Majority are not in a tank and instead skill up AV because its super easy and can be easily skilled up while you use your main suit and skill up the primary weapon while having lots of SP to spare
The leaderboard is BS tbh, at the end of the game the tanker is top due to WP, half the time my tank is fragoed by the SL so when i take out installations and vehicles i get points for it while normal infantry have to do alot more to get 100WP where as i can 3 shot something, half the time i can get 1k of WP by hitting the installtions before the game has truly started
Lower price - 200k to 100k while my turret still costs me 1mil that aint going to do ****, turret prices are the problem
Limit rails - Then you have to limit the FG then aswell, also the range of SL if the rail cannot shoot as far as the SL
Unlimited ammo - Again another bad idea and i will go over why it is
We cannot lock the vehicle or kick ppl out of the turrets who would waste our ammo spamming it as the mcc, how many to a clip? how long to reload? where do we resupply? is it at depots? if so then some depots need to be brought down to ground lvl, is it by special nanohive? if so we need it in the game |
Takahiro Kashuken
Red Star. EoN.
691
|
Posted - 2013.07.15 14:44:00 -
[5] - Quote
noname warrior wrote:I gotta weight in on this. As someone who runs primarily AV, tanks HAVE TO BE VULNERABLE. Proto tanks were incredibly hard to kill,
Stopped reading there
Never had proto tanks, you dont know what you are talking about |
Takahiro Kashuken
Red Star. EoN.
691
|
Posted - 2013.07.15 16:17:00 -
[6] - Quote
The Attorney General wrote:Jesus you guys are petty. Substitute Marauder for proto
Stopped reading there
Marauder was never proto, you dont know what you are talking about
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Takahiro Kashuken
Red Star. EoN.
691
|
Posted - 2013.07.15 16:29:00 -
[7] - Quote
The Attorney General wrote:Takahiro Kashuken wrote:The Attorney General wrote:Jesus you guys are petty. Substitute Marauder for proto Stopped reading there Marauder was never proto, you dont know what you are talking about Never said it was. I said substitute the use of the word proto with Marauder. Thanks for trying to troll, but you should get past basic english comprehension before attempting to play. No wonder you guys can't get CCP to help buff your stuff, you can't even figure out how to deconstruct a sentence let alone concepts like game balance.
You cant sub it in
The whole post was based on this mythical proto tank the OP was harping on about and going against
Your solution was subbing in Marauder for proto
Ergo Marauder = Proto
Ergo you still fail |
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.16 16:52:00 -
[8] - Quote
The Attorney General wrote:pegasis prime wrote:
Dude I used to solo horribly driven sagis and suyrias last build with the dcma breech .
Fixed that for you. Seriously, if any tank driver is going to let you hit them in the ass 4 times then they deserve to die. Doubly so if they allow you to immobilize yourself for 4.5 seconds between each shot. Bad tactics will erase any advantage a good vehicle gives you.
How is that fixed?
The tank driver has no option, he can get hit even if hes moving and trying to find cover
Use OP swarms and cover isnt enough because they follow you around it half the time while being invisible so you dont know where he is
FG can be the same, get hit from the side and infact the marker is wrong and hes behind you
Using proto AV any tank can be easily killed without much effort and its a fact |
Takahiro Kashuken
Red Star. EoN.
693
|
Posted - 2013.07.17 10:03:00 -
[9] - Quote
Stinker Butt wrote:Takahiro Kashuken wrote:
Using proto AV any tank can be easily killed without much effort and its a fact
Thats BS. LAVs (except proto) are a joke. Drop ships are pathetic unless they go high. Tanks are the only challenge and good tanks kill me more than i kill them. Though I tend to stay on the ground and fight as its more entertaining.
Well get some height and its even easier |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 13:30:00 -
[10] - Quote
The Attorney General wrote:Killar-12 wrote:The Attorney General wrote:Killar-12 wrote:Why didn't they buff AV instead of nerfing tanks? just make vehicles like they were in Chromo (but no invincible soma!) (this means fixing PG! so we can use our heavy shield reppers and extenders or 180 mm plates and heavy reppers with out 3 complex PG modules) Advanced tanks would be nice as well.
When you get your skills up you can fit a Heavy Efficient repper, a 180 mm Nano plate, and a proto rail with only 1 PG extender. Why does infantry get 5% per level then? Infantry skills do not have to be equal with vehicle skills. Don't make yourself angry by looking at the skill tree for infantry and getting all misty eyed for what you could put together.
So you are happy with bias towards infantry? |
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Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 14:07:00 -
[11] - Quote
Stinker Butt wrote:Takahiro Kashuken wrote:Stinker Butt wrote:Takahiro Kashuken wrote:
Using proto AV any tank can be easily killed without much effort and its a fact
Thats BS. LAVs (except proto) are a joke. Drop ships are pathetic unless they go high. Tanks are the only challenge and good tanks kill me more than i kill them. Though I tend to stay on the ground and fight as its more entertaining. Well get some height and its even easier Flying a dropship to unreachable places and then shooting down with sniper rifles, forges, swarms, or tanks while youre pretty much unstoppable is not the way this game is meant to be played, imo. The solution isnt to buff the tanks. Im sure ccp can find better ways to fix the problem.
So proto AV player doesnt want to see advanced/proto tanks
Go figure |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 14:24:00 -
[12] - Quote
The Attorney General wrote:Takahiro Kashuken wrote: So you are happy with bias towards infantry?
Vehicle skills and infantry skills do not have to confer the same bonuses. This bias you speak of Is not actually a bias, just a byproduct of the infantry team being further along the dev cycle than vehicles currently. Which, if i were in charge, would make sense, as there are a lot more infantry players than vehicle users, so getting certain aspects of the game right for them is important. I am going to try and play nice on the forums today, so if you want to be productive, we can get some good discussion going on. If you want to cry I can go back to trolling.
So taking 5% PG per level is fair?
So taking 5% shield per level is fair?
So taking 5% armor per level is fair?
These skills were in and working fine, no one complained and vehicle specailsts used them and maxed them out
Now they just added the missing HP from these skills to all vehicles so now infantry basically got a free buff to a free vehicle which means it lives longer and is harder to kill
These skills were in pretty much from the start, this has nothing to do with devs behind ahead of another dev team
So why is fair to do this to vehicle users? |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 14:48:00 -
[13] - Quote
The Attorney General wrote:Takahiro Kashuken wrote:
So taking 5% PG per level is fair?
So taking 5% shield per level is fair?
So taking 5% armor per level is fair?
These skills were in and working fine, no one complained and vehicle specailsts used them and maxed them out
Now they just added the missing HP from these skills to all vehicles so now infantry basically got a free buff to a free vehicle which means it lives longer and is harder to kill
These skills were in pretty much from the start, this has nothing to do with devs behind ahead of another dev team
So why is fair to do this to vehicle users?
Yes you lost your PG. If you want to make a thread about why that made everything wrong in the game, please do so. You didn't lose the 5% shield and armor per level. Those percentages were added to the vehicle stats, and we all got an ADDITIONAL 10% resist to our shields and armor. That is called a buff, and if you are complaining about that you are drunk maybe? Stop acting like you are being persecuted. It is not helpful, and kind of sad.
https://forums.dust514.com/default.aspx?g=posts&m=925183#post925183 i already did
We as vehicle specalists lost skills which were for vehicles thus true vehicle specalists lost out, sure we got 10% resists which tbh should have been new skills to add to the vehicle tree, to expand the tree with new skills |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 14:59:00 -
[14] - Quote
The Attorney General wrote:So you want 25% more PG plus the HP bump, plus 10% resists? Yeah, that is asking for a lot. Too much IMO. But at least we have a clearer picture of where you stand.
We had the 25% PG before - if we get it back nothing changes apart from fits and maybe better survival rates against advanced/proto AV which isnt a bad thing espc for PC matches since i dont have to run everytime it hits me
The 10% resists would be new skills so would require SP to hit lvl 5 - you wouldnt get them at lvl5 automatically
The old 5% shield and armor per level go back to where they used to be and if its already at lvl5 or whatever you get the new skills at that level without having to put SP to get it to the existing level
As a consequence the removal of the HP buff to all vehicles means that milita vehicles are weaker so murder taxis with free LAVs wont be as good and vehicle specalists generally use LLAVs anyways
The only difference between all the changes is that we get 2 new skills that can offer 10% resists for shield/armor and tbh its barely gamebreaking at all because the other skills are what we had before and no one complained about vehicles then |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 15:22:00 -
[15] - Quote
The Attorney General wrote:Takahiro Kashuken wrote:
We had the 25% PG before - if we get it back nothing changes apart from fits and maybe better survival rates against advanced/proto AV which isnt a bad thing espc for PC matches since i dont have to run everytime it hits me
The 10% resists would be new skills so would require SP to hit lvl 5 - you wouldnt get them at lvl5 automatically
The old 5% shield and armor per level go back to where they used to be and if its already at lvl5 or whatever you get the new skills at that level without having to put SP to get it to the existing level
As a consequence the removal of the HP buff to all vehicles means that milita vehicles are weaker so murder taxis with free LAVs wont be as good and vehicle specalists generally use LLAVs anyways
The only difference between all the changes is that we get 2 new skills that can offer 10% resists for shield/armor and tbh its barely gamebreaking at all because the other skills are what we had before and no one complained about vehicles then
You give me 25% more PG, and I will make a Madrugar that will take 2 or 3 Proto AV to tackle. I can already shrug off a single proto AV user. What happens when we get proto vehicles? Why is it that no one seems to think that maybe the STD tanks got stepped down to make room for proto tanks that won't be OP? Is that such a strange idea? I do not like that they made a balancing pass before introducing new stuff, but I can at least see that being the case. There seems to be a contingent here that wants to have big performance out of STD tanks and still want a big step up in performance to proto. That leads to OP tanks and complaining infantry. As it is right now, I can face off with a proto AV without too much fear, but as soon as there is more than one of them I am in deep trouble. This to me is balanced. They are two people, I am one. How this balance will change with the introduction of future vehicles remains to be seen.
2 or 3 lol worthy, i take it fit would be heavy rep, 180 best plate and 3 resists and highs maybe DC2, remember tho with 10% armor resist the mods start with a stacking penalty so the DCU add overall maybe 2/3% and the 3rd active resist mod is about 8% roughly - it maybe able to handle one but 2 would push it and 3 overkill most likely espc with swarms with the usual 2 damage mods maybe more
If they wanted to nerf the standard tanks for proto tanks then you reduce the PG off of the tank instead of nerfing the skill, thats easier instead of taking off the skill completely and replacing it with a useless bonus |
Takahiro Kashuken
Red Star. EoN.
694
|
Posted - 2013.07.17 16:46:00 -
[16] - Quote
The Attorney General wrote:Takahiro Kashuken wrote:
2 or 3 lol worthy, i take it fit would be heavy rep, 180 best plate and 3 resists and highs maybe DC2, remember tho with 10% armor resist the mods start with a stacking penalty so the DCU add overall maybe 2/3% and the 3rd active resist mod is about 8% roughly - it maybe able to handle one but 2 would push it and 3 overkill most likely espc with swarms with the usual 2 damage mods maybe more
If they wanted to nerf the standard tanks for proto tanks then you reduce the PG off of the tank instead of nerfing the skill, thats easier instead of taking off the skill completely and replacing it with a useless bonus
If you use a DCU you are doing it wrong. It completely nullifies your second carapace hardener. Waste of a slot that could be better filled with something else. I want to explain a concept to you, and hopefully this will help you to see things from a different perspective. When you have skills that increase certain attributes you invariably create stronger vehicles based on SP levels. This results in people with more SP in a role having higher success rates versus those with lower SP. In the case of infantry, this can be worked around through skill, such that a MLT dropsuit always has some chance, however small of beating a proto. In vehicles it is not the same. If I have 25% more PG than a 2 million SP tanker, there is almost nothing they can do to me to compensate for that other than run like hell and recall their tank to avoid losing it. Not very fun at all. Not easy to learn with, and forcing a tanker to go to infantry because someone with more SP showed up is not in any way balanced. As it is right now, what divides the gear between tankers is how much you can fit into the hull based off of your SP. So even though SP plays a role, it is not as dramatic as if your tank can fit a whole different league of tank, gank or both. Not all things are about the infantry vs vehicles argument, sometimes it is about new tankers versus long term guys. The fact that I can handle one proto AV in my STD tank is balanced. Lets all wait patiently for our next tier of vehicles, while we also work on getting the enforcers turned into something useful.
But generally its the same with infantry and ther skills
The more SP infantry have the more they have to unlock stuff and use against lower SP players, hence pub stomping
The difference is skill and generally the more skilled player will win regardless of gear but that gear can make or break a fight and tbh this is new eden where its supposed to be hard and cruel and where gear is supposed to give you an advantage anyways
I found when i was proto AR i was awesome and generally i had everyone else bet |
Takahiro Kashuken
Red Star. EoN.
1174
|
Posted - 2013.09.02 13:32:00 -
[17] - Quote
Void Echo wrote:I think we need to bring this back, tankers are giving really good ideas.
il get takecover to edit this post next time I see him online
Get Takecover to spell my name right aswell |
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