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Eurydice Itzhak
Militaires Sans Jeux
183
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Posted - 2013.08.12 06:30:00 -
[61] - Quote
Bojo The Mighty wrote:Eurydice Itzhak wrote:Everyone is wrong unless they mentioned Lavs being almost nearly impossible to drive.
Late in chromosome we discovered jovians made lavs handle with some consistency and the murder taxi was born.
av grenade fix, lav HP increase, bored tankers, all this helped make it popular.
Murder taxi was born in chromosome. Murder taxi in Chromosome was called [Starter Fit] and was spammed because it was free but was paper soft. Basically no one had an LAV above Militia, and even fewer with LLAVs. Chromosome's murder taxi business was chicken **** compared to Uprising's. My saga from chrome disagrees.
Granted you had to hit them directly with your hood or with rear tires during a slideout out of fear from the wheel well trap.
It's just gotten more popular and slightly easier. Ever wince the jovian discovery the murder taxi existed. |
Bojo The Mighty
Zanzibar Concept
1441
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Posted - 2013.08.12 06:34:00 -
[62] - Quote
Eurydice Itzhak wrote: My saga from chrome disagrees.
Granted you had to hit them directly with your hood or with rear tires during a slideout out of fear from the wheel well trap.
It's just gotten more popular and slightly easier. Ever wince the jovian discovery the murder taxi existed.
Congratulations, you are one of the few. I used teamwork methanas. Yes that means a passenger and a gunner. WOW. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
373
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Posted - 2013.08.12 06:37:00 -
[63] - Quote
Talking about reworking AV and vehicles, it seems to me who has not had much experience with AV grendades but has used every other AV weapon that AV grenades are OP. If you toned down AV grenades and brought them in line with designated primary AV weapons (forge, swarm, and yes - even PC) which by definition should be more effective than AV grenades, only then can we start talking about nerfing/toning down vehicles - primarily LAVs. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
41
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Posted - 2013.08.12 15:19:00 -
[64] - Quote
Ludvig Enraga wrote:Talking about reworking AV and vehicles, it seems to me who has not had much experience with AV grendades but has used every other AV weapon that AV grenades are OP. If you toned down AV grenades and brought them in line with designated primary AV weapons (forge, swarm, and yes - even PC) which by definition should be more effective than AV grenades, only then can we start talking about nerfing/toning down vehicles - primarily LAVs.
AV grenades aren't OP. You have to remember that we have Proto AV grenades and only STD tanks if you are thinking about how effective they are at taking them down. Also remember that it takes 2 proto AV grenades to take down 1 milita fitted LAV. This caused any AV grenade user worth his salt to move up to proto AV grenades, or at least packed ADV (which does more damage than regular proto), so there are many more on the field than normal.
Last remember that people that arm AV grenades are sacrificing that grenade slot. As a logi with no side arm, this is a major sacrifice for me. At least Forge Guns and PCs can kill infantry, and swarms give you extream range. AV grenades you need to be up close and personal. And when I get 1v1 with another infantry, I have only my primary to fight with vs the majority with Primary, secondary, and Locus or Flux |
Bojo The Mighty
Zanzibar Concept
1446
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Posted - 2013.08.12 15:25:00 -
[65] - Quote
I don't want to talk about AV nades, go make a separate topic for that. Devs won't take this seriously without dedicated conversation. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
57
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Posted - 2013.08.12 15:28:00 -
[66] - Quote
Unless I'm mistaken they also applied a 70% hit point increase. Why they picked 70% as opposed to 10% or 90% I do not know... |
ROADKILLURAZZ
MURDER TAXI COMPANY
40
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Posted - 2013.08.12 15:29:00 -
[67] - Quote
Nemo Bluntz wrote:Couldn't disagree more. They used to be coffins because a single AV nade would kill it before it got to you. They are murder taxis now because they have enough health to get through that single AV nade. Even if you're prepared for handling one, if you happen to be on about 90% of a Dust map where you're in an open field, you're looking at a pretty high likelihood of getting bumpered. I don't think LAVs should die in a single nade. But I also don't think LAVs should be feared because of their front bumper, not the gun on top. That's why the perfect solution (that everyone seems to disagree with for some unexplainable reason) is to remove collision damage from LAVs. Thats fine! Nerf my LAV! I will drag your azzes to the redzone! They better nerf drop ships too! I have upgraded! Its a bird....its a plane....No its a flying smooshing machine! Snipers can not hide from the eyes in the sky! |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
656
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Posted - 2013.08.12 16:39:00 -
[68] - Quote
Bojo The Mighty wrote:What was the key factor in transition from chromosome to Uprising that turned UP to "OP"? Acceleration. Last build LAVs did not go from 0 to 60 in 1.4 seconds, but now they do. Last build you only got run over if you were in their way. Now it's like playing matador, you dodge them, turn and they've already turned around and going damn fast.
However we can't just send LAVs back to the dark ages, even though I found a couple successful Methana fits back then, the physics were wack and handling was terrible.
To solve this Murder Taxi business just tone down the acceleration and leave road-kill business to Scout LAVs, because at least their lack of health explains the acceleration.
Back in the day LAVs were UP. Take notes of the transition and you can identify what went wrong. This is technically a nerf to LAVs but I think we can find acceleration nerf in good taste. In terms of how much I'd say less acceleration than now, more than Chromosome.
True, acceleration is fast and it does help murder taxi'ing. But for LAVs' it's essential to have fast acceleration, it is for their survivability and usability. Vs tanks it's the one advantage they have (assuming HP issues LAV vs HAV are fixed).
I'd say the problem is still the combination of two: 1) Small touches are still so often fatal. This makes the back and forth grind-driving so effective, even without having to get far away. True, this is related to OP's view on acceleration.
2) Since the HP buff AV nades have been inadequate to really handle LAVs. This is combination of a bit too large HP buffer and many (packed) AV nades missing. Proxy mines - those aren't even properly functional. |
PR DIABOLITO NY
Devils Airborne Reapers Elite
5
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Posted - 2013.08.12 17:17:00 -
[69] - Quote
So, I have been pondering this dilemma more. To me, logically, it makes sense why Sagas and Charybids, etc., would have quick acceleration.... shield LAV's. The Limbus, not so much acceleration because of armor weight. Like an armor movement penalty, what penalty do you receive from stacking shields? Just effectiveness. There is no real movement penalty. So, this allows shield tanking without sacrificing movement and more 'murder taxing'! Instead of nerfing across the board, take a look at the acceleration of armor vs shield LAVS and see if there can be a happy medium. Hope this makes sense.
Diabolito |
Deluxe Edition
TeamPlayers EoN.
706
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Posted - 2013.08.12 17:28:00 -
[70] - Quote
2 solutions when combines would fix the murder taxi problem:
1) collision damage works both ways, since you are ramming a super suit it would make sence that the LAV should take substancial damage when ramming one, a 1:1 correlation would fix using LAV's as murder taxi's would end quick with this change.
2) On top of that CCP should bring back having the bodies of the LAV victims getting stuck in the LAV's wheels forcing the LAV to a crawl while it grinds away the reamians of the body. I think removing this mechanic is the prome reason LAV's have been so successful in Uprising. LAV's (especially LLAV's) have a tremendous amount of tank to go along with enough speed to escape even the best AV weapons. With this mechaninc in place LAV's will think twice before running into a pack of players as they might become a sitting duck for a few seconds. |
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ratamaq doc
3dge of D4rkness SoulWing Alliance
41
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Posted - 2013.08.12 17:30:00 -
[71] - Quote
Deluxe Edition wrote:2 solutions when combines would fix the murder taxi problem:
1) collision damage works both ways, since you are ramming a super suit it would make sence that the LAV should take substancial damage when ramming one, a 1:1 correlation would fix using LAV's as murder taxi's would end quick with this change.
2) On top of that CCP should bring back having the bodies of the LAV victims getting stuck in the LAV's wheels forcing the LAV to a crawl while it grinds away the reamians of the body. I think removing this mechanic is the prome reason LAV's have been so successful in Uprising. LAV's (especially LLAV's) have a tremendous amount of tank to go along with enough speed to escape even the best AV weapons. With this mechaninc in place LAV's will think twice before running into a pack of players as they might become a sitting duck for a few seconds.
I agree, getting stuck was my biggest fear in chrome. That is where I lost most of my high $ LAVs |
Bojo The Mighty
Zanzibar Concept
1448
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Posted - 2013.08.12 18:39:00 -
[72] - Quote
Ok but lets remember the Chromosome days and what not to fall back on.
People say collision damage should be remove or mutual etc, but think of collision attacks as no more than the Vehicle melee. Let's also remember that: LAV Health > The Best Heavy's Health
I think that collision mechanics are just a part of the world of vehicles, I've been run over by a tank for god's sake (did not appear on radar fast enough). Now I understand LAVs chief protection is their speed and agility but you can't nerf the LAV health without boosting speed/agility.
Back in early chromosome, I outfitted a Jovian on my Methana and discovered that I could outrun swarm launchers. That is not very possible anymore and people speak of nerfing the health of LAVs, primarily because of LLAVs.
Here's The Thing
People are not roadkilled because of vehicle health. If that was so, the HAV would be the roadkill king. The root of roadkilling is speed and agility. So here's my suggestion: -Reduce overall acceleration of LAVs, let Scout LAVs remain untouched. Nerf to between Chromosome and Uprising. -Reduce top speed and acceleration off LLAVs further. Their health must come at a mobility price. +Buff Acceleration Module Efficacy -Nerf PG/CPU requirements conservatively on said modules This way acceleration is not deleted from the books but it comes as an alternative to health. Allow these modules to outrun swarms so mobility is still available if not even more so but it comes at a price of health and whatnots.
Some people rely on the Light part in LAV, the agility and speed. Others rely on the Armor part in LAV, being able sustain a good amount of damage before bookin' it (when I say rely on armor I mean to a degree, otherwise they'd be HAV drivers). They are Light Armor Vehicles and will always be sub-HAV health but always have superior agility and whatnot. |
Fire of Prometheus
DUST University Ivy League
91
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Posted - 2013.08.12 18:44:00 -
[73] - Quote
If its a militia LAV you can wreck them with almost any gun, I wrecked 3 militia LAVs with a basic mass driver . :p |
gbrngfol
Last Of The Brotherhood
0
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Posted - 2013.08.13 03:29:00 -
[74] - Quote
Bojo The Mighty wrote:Ok but lets remember the Chromosome days and what not to fall back on. People say collision damage should be remove or mutual etc, but think of collision attacks as no more than the Vehicle melee. Let's also remember that: LAV Health > The Best Heavy's Health I think that collision mechanics are just a part of the world of vehicles, I've been run over by a tank for god's sake (did not appear on radar fast enough). Now I understand LAVs chief protection is their speed and agility but you can't nerf the LAV health without boosting speed/agility. Back in early chromosome, I outfitted a Jovian on my Methana and discovered that I could outrun swarm launchers. That is not very possible anymore and people speak of nerfing the health of LAVs, primarily because of LLAVs. Here's The Thing People are not roadkilled because of vehicle health. If that was so, the HAV would be the roadkill king. The root of roadkilling is speed and agility. So here's my suggestion: -Reduce overall acceleration of LAVs, let Scout LAVs remain untouched. Nerf to between Chromosome and Uprising. -Reduce top speed and acceleration off LLAVs further. Their health must come at a mobility price. +Buff Acceleration Module Efficacy -Nerf PG/CPU requirements conservatively on said modules This way acceleration is not deleted from the books but it comes as an alternative to health. Allow these modules to outrun swarms so mobility is still available if not even more so but it comes at a price of health and whatnots. Some people rely on the Light part in LAV, the agility and speed. Others rely on the Armor part in LAV, being able sustain a good amount of damage before bookin' it (when I say rely on armor I mean to a degree, otherwise they'd be HAV drivers). They are Light Armor Vehicles and will always be sub-HAV health but always have superior agility and whatnot.
I like this idea, one thing still bothers me though. I thought they were called Light Attack Vehicles, not Light Armor Vehicles.
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Bojo The Mighty
Zanzibar Concept
1456
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Posted - 2013.08.13 04:52:00 -
[75] - Quote
gbrngfol wrote: I like this idea, one thing still bothers me though. I thought they were called Light Attack Vehicles, not Light Armor Vehicles.
That's right, but that's also the general classification based on it's health compared to the others. But you are right, they are officially Light Attack Vehicles |
Rusty Shallows
Black Jackals
256
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Posted - 2013.08.13 05:27:00 -
[76] - Quote
ROADKILLURAZZ wrote:Thats fine! Nerf my LAV! I will drag your azzes to the redzone! Same thought crossed my mind. Although unlike afk blue-dot teammates it will be harder to hook and push red-dots. A note: I push the friendlies back to our redzone not the killing kind. "Leave no man behind," and all that jive. |
hgghyujh
Expert Intervention Caldari State
73
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Posted - 2013.08.13 06:46:00 -
[77] - Quote
I like how lavs are now. That said you are right, LLAVs need a speed nerf, standard lavs need and acceleration nerf, then SLAVs might have a usefull if never really used roll on the battle field.
oh maybe scout lavs could get a fire rate buff |
Nemo Bluntz
TeamPlayers EoN.
267
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Posted - 2013.08.13 07:53:00 -
[78] - Quote
Spent half of a skirm round (literally 10-15 minutes) tonight running circles around an LLAV, totally unable to get away and actually play the game. Not only in a field, but in a building, up two connected, different direction, flights of steps. As I described to my squadmates "it was like the end of the first Terminator movie." After that I was stuck for a while out on a rock as a taxi and a militia just drove circles, blocking me from being able to move toward any kind of actual gameplay.
I ended up going 1-0, getting one kill off of a passing scout by total chance.
It was another clear example of why collision damage should be removed as it would have halted the utter nonsense of the situation.
Apparently though, it makes more sense to play ring-around-the-rosie with cars than to have them switch to the guns and engage me, or get out and fight.
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Nemo Bluntz
TeamPlayers EoN.
267
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Posted - 2013.08.13 07:55:00 -
[79] - Quote
Oh, and another round I had a decent time playing, but all of my deaths were from snipers or roadkill, the ratio being about 3:1 (roadkill:sniper).
Was a fun time and totally not an indication of a deep routed, easily solvable issue. |
Bojo The Mighty
Zanzibar Concept
1460
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Posted - 2013.08.13 17:14:00 -
[80] - Quote
If collision damage is removed, then people who are hit should not be able to -move -shoot -reload -jump -see -throw grenades -enter any vehicle if nearby
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Nemo Bluntz
TeamPlayers EoN.
272
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Posted - 2013.08.13 17:46:00 -
[81] - Quote
Bojo The Mighty wrote:If collision damage is removed, then people who are hit should not be able to -move -shoot -reload -jump -see -throw grenades -enter any vehicle if nearby
People who are hit should have the same thing happen to them as when a teammate rams them.
You get pushed around, its annoying as hell, then you move on with your day. |
Bojo The Mighty
Zanzibar Concept
1460
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Posted - 2013.08.13 17:48:00 -
[82] - Quote
Nemo Bluntz wrote:Bojo The Mighty wrote:If collision damage is removed, then people who are hit should not be able to -move -shoot -reload -jump -see -throw grenades -enter any vehicle if nearby
People who are hit should have the same thing happen to them as when a teammate rams them. You get pushed around, its annoying as hell, then you move on with your day. No, that makes sense, therefore that shouldn't happen |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
93
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Posted - 2013.08.13 17:50:00 -
[83] - Quote
Nemo Bluntz wrote:Bojo The Mighty wrote:If collision damage is removed, then people who are hit should not be able to -move -shoot -reload -jump -see -throw grenades -enter any vehicle if nearby
People who are hit should have the same thing happen to them as when a teammate rams them. You get pushed around, its annoying as hell, then you move on with your day.
thats because there is no FF , crusader boy
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Nemo Bluntz
TeamPlayers EoN.
274
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Posted - 2013.08.13 19:14:00 -
[84] - Quote
THE TRAINSPOTTER wrote:Nemo Bluntz wrote:Bojo The Mighty wrote:If collision damage is removed, then people who are hit should not be able to -move -shoot -reload -jump -see -throw grenades -enter any vehicle if nearby
People who are hit should have the same thing happen to them as when a teammate rams them. You get pushed around, its annoying as hell, then you move on with your day. thats because there is no FF , crusader boy Ohhhhhhhhhhhhhhhhhhhhhhhhhhh I didn't realize that's what was happening there. Thought it was another one of those CCP bugs. Thanks for clarifying. |
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