Test Server Update Notes : 7/1

Discussion in 'Test Server: Announcements' started by d_carey, Jul 1, 2014.

  1. Deepjay

    Way to take all the fun out of the game.

    I can understand it's a fine line to balance vehicles so they do not dominate infantry - but IMO that mostly comes down to the maps and environment. Take Esamir for example, with the walls around most facilities, you get bases such as the Octagon where you're just circling it in a Vanguard unable to really do anything. The amount of times i've had to leave my tank to actually get some action.

    Now with Hossin - it's completely like this. Was driving around that sunken amp station base, and it's horrible for a vehicle - not horrible, but you're not in your element. If i was there with an AP barrel - it'd be even worse as you cant even reliably kill infantry.

    For the longest time, I was a HEAT user, as I found anytime I took AP I regretted it. The only time i'll take AP is if i know i'm coming up against armour, which is unreliable to predict - where HEAT is not too bad, as long as you play it safe. I've not even unlocked HE on Vanguard though, it's just gimping yourself far too much - if you're going to go HE, may as well just take the far more maneuverable Lightning.

    But with these changes - way to take all the fun out of tanking. Tanking IS about dominating infantry. There's nothing more satisfying than destroying enemy vehicles, but ultimately, the game is won by capturing points and the infantry who do it. I really hope they don't go ahead with the above changes, it's just taking it too far IMO. There's no way i'd roll with anything but HEAT - but not being able to 1-shot infantry with it - i can't think of anything worse. The only way to 1-shot infantry is by using HE??? Come on.
    • Up x 5
  2. disky00

    As someone who plays infantry almost exclusively, I don't understand or appreciate this change.
    • Up x 10
  3. Klypto

    Spent time looking at the changes now, and all I can say is what?

    No, they don't.
  4. Maelthra

    We should just turn all vehicles in to cert pinatas. When they explode, it should rain a ton of cert "coins" from the sky and all the infantry get to run around and pick up the cert coins. Certs for everyone!
    • Up x 8
  5. Alarox

    NMG adds 700 health which brings the HA up to 1700. The Vanguard AP deals 2075 direct + 500 splash, so with 50% less damage taken that's 1287.5 damage to a HA unless we're missing something, which isn't enough to kill.

    Maybe Flak doesn't apply to shields?
  6. PKfire

    If this is the direction SOE is going to take the tank primaries (versus infantry), both the TR and NC AI secondaries need to be brought up to be more competitive with the PPA.
    • Up x 2
  7. [F|H]Mathew90

    The only people who are happy about these changes are those who get farmed and have no brain cells to avoid getting farmed. I do not want to be in this position you have put us in, for example you nerfed AP gravity or velocity so that means getting in closer to engage. will you now cripple us further by nerfing the AP against infantry if i hit an infantry as a consequence of being so close i should kill him in one hit, that's all I'm worried about.

    While were on the subject of MBT's how about a nerf to the PPA pew pew pew or will you leave it as long as the you did ZOE did and have many quit the game as a consequence ?

    Another thing I thought this game was about rock paper scissors but it seems infantry wins everything.
    • Up x 7
  8. Chewy102

    Depends on if tank rounds use the same damage type as RPGs for direct.

    Flak blocks direct damage and splash damage from RPGs but Im uncertain if it is the same for Tank shells. If flak doesn't help for tank shells then it should be a one hit kill for Van and Mag AP, Prw AP will need a 2nd hit.
  9. Inex

    No, straight up 50% resistance would be 3,400 EHP. What you've done is 50% more EHP, and that is the equivalent of 33% resist.

    The reason I hedged my bets with 2650 was a) I thought NMG added 650, not 700 and b) I wasn't sure if the damage done to the shield was modified by flak. They only just barely survive though, so that ability to eat a round to the face only exists for a second. If you aren't seeing heavies resist direct hits that much I'd bet that shield damage gets applied before Flak resists. If the overshield got Flak resists as well the ability to eat a round would last much longer.

    With these changes, a HA might be able to resist a single round for 3 seconds or so?
  10. Dawnwalk

    We might as well be shooting bean-bag rounds with tanks now.....knock the breathe out of that infantry....I can kill infantry now faster with my standard issue "gimmie" gun that to reload and shoot 2 times with a tank or rocket launcher......if I am understanding the numbers correctly....correct me if I am wrong.
    • Up x 6
  11. Inex

    Ok. I knew some resists got changed back in PU02, that's probably why I've been hesitant to use that page ever since.
  12. Flapatax

    On one hand, nerfing tanks is always a good thing.

    On the other, why on earth would someone ever roll with AP after this?
    • Up x 2
  13. Alarox

    HERP DERP. ALAROX COMPUTING. SYSTEM ERROR.

    I hate when I make that mistake.

    Fixed my post.
  14. user101

    I suggest you put the newbees on Indar to learn and let the pro's play on Hossin ... and not lock Hossin or Indar.. ! Leave the damage the same... you have to be a 25 to get to hossin... ! I see newbee''s just being killed in mass like flys by the BR100's the weapons are not the problem the newbee not knowing anything are... -
    • Up x 2
  15. phreec

    Launcher changes are looking good but I'd still rather see them completely remove the OHK of direct-hits (like they did to the Phoenix) and they better tweak MAX resistances along with the changes.

    AP/HEAT/HE changes make no sense. I don't tank much but reducing the AV capabilities of tanks is the exact opposite they should be doing.
    • Up x 2
  16. Inex

    Well, it is SOE. It's also possible that Flak isn't being applied at all while shields are active. Or isn't being applied on alternating Tuesdays, or when the round is coming in from the west...

    Might be worth a trip to the test server to see what's actually going on.
    • Up x 2
  17. DeadliestMoon

    I find it hilarious that people actually think they can do better than the devs who make the game. By all means, go apply for a job at SOE and lets see if you can do better.
  18. FBVanu

    Or , why roll a tank at all? I would like to see a new character... . a cook...
    so I can just throw a pot of limp noodles at other vehicles.. from 4 feet away.. it's about the same effect....
    I don't think SOE understands any of it
    Reducing range, slowing down velocity, reducing splash, removing traction, SOE doesn't like tanks.

    Hey, I GOT IT !! since I like vehicles, I should just throw away the lightning and the Prowler/Vanguard..
    and I should just drive around in a Flash..then I can slip and slide on banana peels , just like with
    tanks now.. and I won't be able to shoot far either, just like with tanks now,

    only SOE could find a way to nerf a nerf and add bugs to it, while screwing with it.. .
    • Up x 2
  19. SamDaMan

    Gentlemen, unless you want to see the vehicle gameplay of this game die, then you need to stand up and say NO to these patches and any future patches like it.
    Do NOT let this hit live.
    • Up x 18
  20. Xebov

    I like the changes to Rocket Launchers. Maybe it will reduce the spam of Rockets a bit and finally Max Rank Flak Armor will prevent OHK from all Rocket Launchers.

    For the Tank Mainguns. Im fine with the changes to Blast Dmg, Blast Radius and Reload Speed, but im not fine with the changes to direct dmg. If i take the changes to splash into consideration, the HEAT as baseline will be an allrounder weapon that can 2HK Infantry and is fine against tanks. If a player chooses to use an AP he gives up the Infantry portion to gain more power against tanks, but with the changes he will only need 1 round less, wich is not much considering the number of hits needed to kill a tank into front/side armor. As a side effect it would be an indirect buff to Air since the dmg might no longer destroy ESFs or get them burning or could lead to +1 rounds required to kill Libs. The HE user chooses to gain better anti Infantry capabilities but will need only 1 round more to kill a tank, wich is also not much. The differences between AP, HEAT and HE need to be significant vs tanks making them worse if they get better vs Infantry and vice versa. I like the balance with HEAT, AP (-2 rounds) and HE (+2 rounds) more as it puts AP vs HE in tank battle into supperior positions as HE is superior vs Infantry.