Author Topic: Tank balance  (Read 5864 times)

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Offline ~SJ~ Wolf

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Re: Tank balance
« Reply #15 on: January 18, 2011, 10:08:22 PM »
I'm pretty sure the Morrigu is an assault class tank so it should be able to have enough heatsinks to support 3 HLL.

It does have enough.

100 DHS will not help if you alpha 3 HLL. Thats still a heatspike from hell. Heatsinks dissipate heat, they don't prevent it.

Either try chainfiring or use coolant flush while firing. HLL don't generate all their heat at once, its overtime. You can lightly tap C while alpha striking the Scalpel. You'll not go above 300C and use hardly any coolant. This might be borderline exploit though. I'm not 100% this is intended.

As for Hovercraft, they are supposed to float over water. The fact that they don't in some cases is a bug and is being worked on afaik.

Using coolant while firing a heat overtime weapon an exploit? No that is smart play. Coolant will run out eventually, so it's not like you can stand there forever and do it.

A side note: Coolant is FAR too effective.

Offline IG142

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Re: Tank balance
« Reply #16 on: January 18, 2011, 10:29:17 PM »

Using coolant while firing a heat overtime weapon an exploit? No that is smart play. Coolant will run out eventually, so it's not like you can stand there forever and do it.

A side note: Coolant is FAR too effective.

That's the thing... You can stand there forever and do it, or just about. It only takes a minuscule amount of coolant to flatline a Morrigu's heat. I noticed it the first time I used a Scalpel. Alphastrike, quick 5% tap of coolant, all is good. Except the enemy's armor, of course.
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Offline sleepysheep

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Re: Tank balance
« Reply #17 on: January 18, 2011, 10:32:17 PM »
I'm pretty sure the Morrigu is an assault class tank so it should be able to have enough heatsinks to support 3 HLL.

It does have enough.

100 DHS will not help if you alpha 3 HLL. Thats still a heatspike from hell. Heatsinks dissipate heat, they don't prevent it.

Either try chainfiring or use coolant flush while firing. HLL don't generate all their heat at once, its overtime. You can lightly tap C while alpha striking the Scalpel. You'll not go above 300C and use hardly any coolant. This might be borderline exploit though. I'm not 100% this is intended.

As for Hovercraft, they are supposed to float over water. The fact that they don't in some cases is a bug and is being worked on afaik.

I just chainfire the heavy lasers and tap c everyonce in a while. Shreded lots of mechs and tanks with ease. Didn't really take much in the way of skill being I could just sit there and conectrate on aiming, who cares if they can hit me I got more armour and not gonna die first anyway. At least make it need to worry about heat eventually...
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Offline ~SJ~ Wolf

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Re: Tank balance
« Reply #18 on: January 18, 2011, 10:35:57 PM »

Using coolant while firing a heat overtime weapon an exploit? No that is smart play. Coolant will run out eventually, so it's not like you can stand there forever and do it.

A side note: Coolant is FAR too effective.

That's the thing... You can stand there forever and do it, or just about. It only takes a minuscule amount of coolant to flatline a Morrigu's heat. I noticed it the first time I used a Scalpel. Alphastrike, quick 5% tap of coolant, all is good. Except the enemy's armor, of course.

5% is a long time but not forever.....

But

That's coolant being far too effective, not the technique being an exploit.

Offline xInVicTuSx

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Re: Tank balance
« Reply #19 on: January 19, 2011, 08:03:31 AM »
Adding more tanks is not balance, its just more content to have fun with.  ;D

As to balance, after many rounds of thinking about it...

Do not let heavy and assault tanks spawn at smaller mech bays with medium mech limits.

It will probably have to come down to this. The fact that a couple demos can completely shut down a base like the ones on kogi because they can just take turns repairing and spawn new cheap ones whenever one is lost just seems wrong to me. If you want assault tanks to be that strong then make them pay the logistical price my assault mech does. Yeah, Assault mechs can cream the hell out of Demolishers and Morrigus, just try Mr.bubbles or a gunslinger, but they are such a pain in the ass to field that it takes effort and planning to use them. Not at all like the assault tanks which are derp derp cheap and derp derp easy to field.
They should be derp derp cheap at least when compared to assault mechs, but making them so easy to field is breaking games and turning this into "tankwarrior" sometimes. 

A change in their method of deployment will effect them more than a price change imo. 

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Offline Flyingdebris

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Re: Tank balance
« Reply #20 on: January 19, 2011, 10:07:25 AM »
What i would love to see with tanks

-hell yes on not diving underwater with hovercrafts
-Need better handling,  very often i find that i suddenly can't turn my machine, or more often can't turn while reversing.
-please please for the love of god, replace the tank tread sound fx, they sound like they are running on rusty poorly maintained tracks off a diesel engine


and just a thought, but the Hephaestus could probably use a few more guns or something.  It seems to compete really poorly ve harassers, but thats just my experience.
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Offline Squibby

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Re: Tank balance
« Reply #21 on: January 19, 2011, 10:20:27 AM »
The oro used to have quite a cool fusion engine sound, that sounded alright when mixed with the clankety rusty tank tread noise.

But yeah, something a bit more grunty would be much appreciated.

Offline sleepysheep

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Re: Tank balance
« Reply #22 on: January 19, 2011, 11:17:03 AM »
Adding more tanks is not balance, its just more content to have fun with.  ;D

I don't think there is any fair way to balance an 80ton tank against light mechs without pricing it out of the start of the game. Otherwise your making it crap for the sake of balance artifically making it worse just for that one unit.

I don't want them to screw the partsian into a ''special'' frame of mind which is the exception of everything just because of whinning on fourms about VTOL. I'd much rather see it as what most people want it to be, a really good AA platform, but one you get after 0-5min of playing.

This is why a new tank that can do AA pretty well would help fill the AA role that has far lighter armoured but still has enough weaponary to hurt VTOL.
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Offline Dragonzord

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Re: Tank balance
« Reply #23 on: January 19, 2011, 12:01:13 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.

Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

Offline DFDelta

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Re: Tank balance
« Reply #24 on: January 19, 2011, 12:10:55 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.

Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

This suggestion was already made several times now, and I like it.
Stationary AA platforms with lots of far reaching weapons, maybe with a minimum elevation, so it can't target mechs/tanks that are on the same height.



Another idea would be to change the Hawkmoths slots. (tough I don't really like that idea)
One large and one medium ballistic/energy mount on the nose, and one small omnimount on each wing.
No more dual LRM10 + NARC variant, because the wings could not support the LRM10s, and the 2x LRM5 it would have to use instead are much less dangerous.
Would not affect any other variant, but would be a kick in the nuts for all lovers of the LRM-Hawky.

Turn the Donar into a LRM-boat capable VTOL (if it ever comes out), and place it 2 or 3 ranks higher.
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Offline sleepysheep

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Re: Tank balance
« Reply #25 on: January 19, 2011, 12:24:03 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.
Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

Important part in bold. If they are AI controled jets will become pointless at attacking bases. If you have ever flown on mirage, you know how horrible it is flying around having 4+ turrets all locking onto you blowing you out of the sky.

Player controlled AA turrets I could live with, but far far harder to implement into the game. We can only sit and wait :D
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Offline Stahlseele

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Re: Tank balance
« Reply #26 on: January 19, 2011, 01:36:08 PM »
Tank Balance needs some VAST improvement . .
No more sudden backflips and barrel rolls and the such!
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Offline Dragonzord

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Re: Tank balance
« Reply #27 on: January 19, 2011, 02:01:37 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.
Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

Important part in bold. If they are AI controled jets will become pointless at attacking bases. If you have ever flown on mirage, you know how horrible it is flying around having 4+ turrets all locking onto you blowing you out of the sky.

Player controlled AA turrets I could live with, but far far harder to implement into the game. We can only sit and wait :D

I never played crysis warhead multiplayer, but Battlefield 1942 had flak guns that only players can use, so it cant be all that hard to impliment... right? :/

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Re: Tank balance
« Reply #28 on: January 19, 2011, 02:49:08 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.
Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

Important part in bold. If they are AI controled jets will become pointless at attacking bases. If you have ever flown on mirage, you know how horrible it is flying around having 4+ turrets all locking onto you blowing you out of the sky.

Player controlled AA turrets I could live with, but far far harder to implement into the game. We can only sit and wait :D

I never played crysis warhead multiplayer, but Battlefield 1942 had flak guns that only players can use, so it cant be all that hard to impliment... right? :/

unless you actually know how to code, and specifically how to code a mod for Crysis, never ever ever ever make these kinds of assumptions about difficulty of implementation. Making suggestions is good, just keep the other commentary out please!
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Offline (TLL) Heretic

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Re: Tank balance
« Reply #29 on: January 19, 2011, 03:07:32 PM »
This would probably only work in TC mode...

But imo, make the partisans more expensive and dont change anything about them. Except have some TC bases have static AA defenses that a player has to use.
Means you have to pay more for mobile AA, and the static AA defenses cant be used against mechs in the field as partisans are being used.

Important part in bold. If they are AI controled jets will become pointless at attacking bases. If you have ever flown on mirage, you know how horrible it is flying around having 4+ turrets all locking onto you blowing you out of the sky.

Player controlled AA turrets I could live with, but far far harder to implement into the game. We can only sit and wait :D

I never played crysis warhead multiplayer, but Battlefield 1942 had flak guns that only players can use, so it cant be all that hard to impliment... right? :/

This has the potential to make the slow moving AA platforms obsolete, so we have to be careful here, but personally I see this as a very good thing as long as we have 3 things;
1:  It costs around 20K to spawn a player controlled AA turret (nothing for free please).
2:  AA turrets should never be as effective as an AA platform (so at maximum of 2UAC2s per turret, for example).
3: Killing the AA turret kills the player (not remote controlled from a BA bunker, but something you have to enter to use).

There's no reason why the AA turret, if limited in firepower, should not be able to suppress enemy ground forces, and mow BA down too, it shouldn't be like a player controlled Calliope, just a couple of AA guns with some armour and the ability to auto-purchase ammo while within the turret.

On the Partisan; it's an 80ton tank (an Assault tank, it's the same weight as an Awesome!).  It should have just slightly less armour than a Demolisher, and should cost around 70-80K...however, we only have the RAC Harasser as early AA currently (and it's pretty awful at that job due to hover-bob when stationary) so the Partisan has downgraded armour and a reduced price-tag to fill that required role. 

Ultimately, when we have whatever medium tank doing the early-game AA (my call would be a cheap 3AC5 or 3UAC2 Schrek, with plenty of ammo for a ~45K AA platform..with the 3PPC Schrek prime being around 60K..as we have this model already and IIRC it was an asset that was in-game pre-Beta release.....but the Schrek is another Assault tank, so maybe the Bulldog or Manticore would be a much better choice?) then we will see the Partisan given more armour and it's true role as the end-game Inner Sphere AA platform.


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