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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
84
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Posted - 2013.08.11 14:54:00 -
[31] - Quote
xSaloLx wrote:Mortedeamor wrote:scout lav fast light to no weaponry
standard attack strong fast with attack abilities
logi lav slower tankier with repping abilities and team support
this is how the should be Why would I use a +80k isk minimum SLAV whose only only benefit is being slightly faster (but with less defenses) over my free Blood Raider? The SLAV needs to fill some niche over being an expensive taxi.
the problem is that the speed its supposed to have its not there
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
84
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Posted - 2013.08.11 14:55:00 -
[32] - Quote
Mortedeamor wrote:scout lav fast light to no weaponry
standard attack strong fast with attack abilities
logi lav slower tankier with repping abilities and team support
this is how the should be
No
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Mortedeamor
Wraith Shadow Guards
152
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Posted - 2013.08.11 15:07:00 -
[33] - Quote
THE TRAINSPOTTER wrote:Mortedeamor wrote:regardless of what they do with collision the logi lav needs a speed nerf not a top speed but an acceleration i do not use speed modules at all on every vehicle except my blaster charybdis and the base speed and accel is absurdly high for a logi class vehicle meant for up close logi work and team support. the logi lav has the hp it has so it can take av fire while supporting the team with both logi's possible reinforcements and even vehicle based healing. it does not need the speed it currently has to accomplish this. and the repper is no where near sufficient to the task. if your arguing because you dont want lavs changed get over it. ccp is reworking vehicles and attempting to give us balance the will be nerfing collision which will put lavs ina weird place and then they will be reworking all vehicles. would you rather they have a few dozen cry threads, and their own resources (which have gotten us such great results in the past), or would you rather they have logical intelligent conversation on the forums with real player feedback too look at. i would like to see vehicles balanced for once i think the majority of the community agrees with me on the logi lav needing more logi to it and not needing the speed it has. do you post wall of text in hoping people wont bother to answer you therefor having the last word and considering you right? there are light vehicules , any nerf to speed and they not light vehicules anymore i swear the nerf demanding are ridiculos by the day you people ignore FACTS just because you cant adapt and you die... grow up for gods sake
no its just how i type and the logi lav will most likely get a speed nerf it is my main lav and i would think it is needed the base speeds need to be adjusted so the scout lavs is faster. the saga and methana are medium, and logi is the slowest assuming the repper becomes as awesome as we describe here this would be balance i have massacred more than enough in my charybdis since uprising most charybdis users would agree its a needed nerf. vehicle balance is crucial to the success of a game and this game's vehicle balance is anything but balanced. in order for a proper war everything must be balanced according to their class. even with the speed nerf speed tanking is always viable on lavs with chasis once they are back and jovians and nos
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DeadlyAztec11
Max-Pain-inc Dark Taboo
1829
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Posted - 2013.08.11 15:23:00 -
[34] - Quote
Mortedeamor wrote:Nguruthos IX wrote:Mortedeamor wrote:also why cant i shoot out of the passenger side with my weapon if its a light weapon ccp make it happen i norm have a slayer in my shotgun could do it in halo Main reason is if they let LAV passengers shoot, theyd have to let DS passengers shoot. If they let DS passengers shoot, the game would be LOL because forge guns are broken. And this would make it more obvious Basically, LAVs cant have passengers shoot because forge guns are OP that's why if you note i limit this function to light weapons Mass Driver Spam |
Alena Ventrallis
Osmon Surveillance Caldari State
55
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Posted - 2013.08.11 15:38:00 -
[35] - Quote
What if llavs had their turret removed, and instead had their rep capabilities buffed? Auto target the most damaged in range, rep him for x amount over y seconds. After that time expires, it scans again to see the most damaged in range, then repeats. 3 individual beams with their own separate targeting abilities (each beam acts independent of the others) requires activation, vehicle cannot move or activate other modules while this repper is running. Modules activated beforehand still run their full cycles, but no new ones can be activated until the rapper shuts down. If the driver is sniped, everything immediately shuts off.
This gives them a much better repping ability, and makes them able to activate hardeners to soak up the damage they will receive as they sit there being still. To give them a weakness, if you kill the driver, everything shuts down, giving snipers a priority target that's cake to hit. They will be resistant to av, which, sitting still, they can't dodge, and the removal of the turret will keep them from being too hard to kill.
These in addition to the slower acceleration mentioned above. |
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