[2.23] [Feedback] General Vehicle armor

Discussion in 'Archive' started by dizzyone, Jan 20, 2009.

  1. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Imo tanks are excluded from teamwork cause if you are engineer in
    a tank that can survive a mine you dont need anyone for the rest of the game.
     
  2. Headshotmaster

    Headshotmaster Member

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    ...

    Dizzy, you really dissapoint me.


    Ok, let me try and get an analogy going...

    Ok...say...You have 2 houses, and you say one house has twice the the living space therefore you say it's better.

    But you forget to mention that the larger house is more expensive, old and needs repairs, and is built over an Indian burial ground and is haunted.

    Basically, you're equating only armor to how well a tank is.


    Here's How I see LT's as being King of all tanks. First, the hitboxes are a bit wigged and you cant hit an LT by hitting it's wheels, so a small target is actually an even smaller target. Next, the LT is the fastest tank around. That means it's small, and fast. Killing an LT can be like hitting a 95mph fastball with a broomstick if you're not experienced enough. Next, the LT is as low, if not lower than ALL of the Brenodi vehicles. It can essentially Park in the ass of a medium or heavy, and if it has a decent engine, can hold that close of a position and pound the ever living piss out of that concentrated area on the tank. NEXT, the LT is really fucking cheap. You can have 3 God LT's for the price of 1 Moderate Heavy tank. You get a wolf pack going and 1 Heavy won't stand a chance, let a lone kill even one LT.

    The LT needs to be nerfed in other places than price, armor/hull, or weight, because changing any of those will destroy the LT, instead of fixing it.

    Probably gotten a little off topic, but when I see someone using horrible logic, I want to stab them in the nipples with a box of toothpicks.
     
  3. Chris0132'

    Chris0132' Developer

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    I think the same thing about the BE medium, I've done it and won games by forcing people to use ER/reflective meds, one every minute or two, they're easy to keep alive because of their speed and pack enough punch to take on any other tank.

    We were going against heavies and arties and we won, it was surprisingly impressive.

    The LT however has the virtue of being much more easily acquired.
     
  4. LordDz

    LordDz Capitan Rainbow Flowers

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    Fix the hitbox for lt?
     
  5. dizzyone

    dizzyone I've been drinking, heavily

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    Your analogy has nothing to do with me raising armor.
    I changed the armor, I didn't make an lt faster or harder to hit.
    By increasing the per plate health value, all tanks that can fit more armor have a bigger advantage, so the light might have gotten a slight boost, but the boost the med and heavy get is bigger. Essentially my change actually makes it easier for a heavy to kill a light as he has more firepower and more armor, while the stock light has bad weaponry and low armor.
    The whole running amok in the base point is moot, a light tank has a hard time killing structures. He's not so much running amok as keeping the enemy busy. When you're talking about multiple tanks in the enemy base, you're talking about teamwork, where the point made about running amok doesn't hold up as an arguement against made changes.

    Anyhow, I like how you are discussing for the sake of discussing, but I'm not changing anything because I've already worked out what I plan to do, these things need to be playtested, discussing with me is pointless unless you bring up something that is based on recent findings.

    Also, isn't it pointless to bring up how you value me is a human being, you dissapoint me as well headshot, does that really make a difference?
     
    Last edited: Mar 7, 2009
  6. Headshotmaster

    Headshotmaster Member

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    I dissapoint everyone I refute, so it comes naturally :P
     
  7. Chris0132'

    Chris0132' Developer

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    Keeping the enemy busy can decide the game however, and you only need maybe three light tanks to kill a base, three players on a team should not win the game, I'd demand at least half the team contributing to the final push in order to win the game.

    Teamwork is taking the third flag on escort, at least two big tanks, and lots of infantry support.
     
  8. dizzyone

    dizzyone I've been drinking, heavily

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    3 players vs what, a goat and a sentient bowl of last weeks pasta?
    Didn't I mention about 5 times already that base structures health will be raised; or is this some forum games where you have to insist on arguing every little point I left out?

    If a single lt could actually take out the vf by running amok, you would have no way to defend yourself, but since you can build 3 tanks, some mls and an armory while the lt is franticly trying to keep up, you can in theory defend yourself, that's what I'm saying. Whether your team is smart enough to not let themselves be distracted by an lt is something else.

    And unless those 3 tanks do not share the same common goal, for example taking out the enemy and winning the game, it's considered teamwork, and most likely will require equal or more teamwork to counter,
     
    Last edited: Mar 7, 2009
  9. ScardyBob

    ScardyBob Member

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    The problem isn't a Heavy vs LT but LT vs AFV. Since the LT is so much better than the AFV, it allows NF to dominate the crucial early-game expansion. That's why all of the map stats skew towards NF. Either the LT needs a serious nerf or the AFV a buff to balance it out.
     
  10. Chris0132'

    Chris0132' Developer

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    It's not about destroying the base, it's the fact that one or two lights or one med can stop anybody getting out of the base.

    Yes you can keep the base alive but you can't do anything else, and while you are all stuck in base or around your forward rax, the enemy has much greater mobility and is probably destroying your refineries which you can't protect.

    In theory yes you can build your own tanks, but only if you have the money, and you quite often don't, I'm talking about when you and the enemy have spent your spare resources on tanks and one of you has managed to come through with one or two left over, which is likely to happen as it's rare that two teams completely anihilate each other's tanks and are left with only infantry. MLs wouldn't work because all the tank needs to do is move further away, it can still quite easily kill anyone who leaves the security of the base.

    The resource rate is often too slow to get a tank fast enough to push the other tanks away from your base before the enemy team causes too much damage for the game to be salvagable. All it takes is one minute and you're fucked, the enemy has destroyed your resources or your resource grabbing squads and they now have majority map control.

    This isn't really a problem with tanks so much as it is a problem with the very unstable early game, but tanks are a part of it, and buffing them will make the problem worse. One tank can make the difference between winning and losing in the early game and that needs addressing.
     
  11. dizzyone

    dizzyone I've been drinking, heavily

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    The AFV has received a armor buff, it should now be capable of fitting 3 plates on every side (more common will be 11 plates total).
    The problem where the nf sticks to the afv, beneath the afv's turret aim, is something that will either be adressed by raising the turret, which should allow it to aim slightly lower without colliding with the chassis; or the AFV will be replaced with a newn model that has similar proportions as the LT. The latter will require a lot more work and is planned for future releasesTM
     
  12. Emp_Recruit

    Emp_Recruit Member

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    mkae sure to decrease the base cost of AFV accordingly
     
  13. dizzyone

    dizzyone I've been drinking, heavily

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    base cost has already been decreased.
     
  14. sergeant mkoll

    sergeant mkoll Member

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    If you give all amours more health you'd need to give the rpg a bit more damage to compensate

    I.e. 5 more damage for the rpg, (105 --> 110)
    maybe have the advanced rpg doing an additional 5 more damage ontop of that (135 --> 145)
    or just give the normal rpg 10 more damage (105 --> 115)
    and maybe scale ML turrets aswell

    Should do the trick to make sure tanks aren't really any better vs infantry
     
  15. dizzyone

    dizzyone I've been drinking, heavily

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    can't do that until damage is split.
    It helps if you read threads before posting.
     
  16. sergeant mkoll

    sergeant mkoll Member

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    Bah, the one post i didn't read... >.>
     

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