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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Takahiro Kashuken
Red Star. EoN.
1042
|
Posted - 2013.08.24 17:13:00 -
[1] - Quote
You really think they will listen? or read?
I did my own vehicle threadnaught, many ppl have made threads and what does CCP do?
They buff the easiest AV weapon beyond OP limits |
Takahiro Kashuken
Red Star. EoN.
1042
|
Posted - 2013.08.24 17:24:00 -
[2] - Quote
Exmaple Core wrote:Takahiro Kashuken wrote:You really think they will listen? or read?
I did my own vehicle threadnaught, many ppl have made threads and what does CCP do?
They buff the easiest AV weapon beyond OP limits At first i said the same thing about reading/listening CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait. Seems they proved us wrong in a good way :) ill give it one more shot, this is my attempt
They have had way too many shots to begin with
1.5 is the last chance saloon |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 11:42:00 -
[3] - Quote
Wakko03 wrote:This is almost as sad as the end of M.A.S.H around here.
First off, Ex is a bit off, he is too busy driving around in a LLAV that took 9 Lai Dai's to blow up while I was not the only one throwing heat that way. So whatever he says is so trollish that I'm sure CCP took note, and will make the changes to cater to his style of play exclusively and I can only assume that ccp's lack of understanding of english and the OP's dyslexia is going to make these thoughts seem relevant when a vast majority of the things they (vehicle users) are saying is untrue.
Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
Yes Grenades should not just disappear the basic should last 1 minute on the ground, the advanced 1.5 and the proto 2 min. Their homing range needs to be made bigger and more effective as I have thrown AV grenades over a dropship that tried to crush someone.
Yes Swarm launchers should be able to hit a dropship trying to go all the way to the top of the map, and also assault 2 target possibles should be able to lock on to the same vehicle twice in order to blow them up.
Yes Just like the Swarm Launcher the forge gun should only work against the vehicles.
Yes the Number of Grenades one can carry for AV should be increased to 6 since the first 2 like to bounce off the vehicle.
Nano-hives need to give grenades faster I am tired of throwing down 3 of them just to maybe get a chance to blow them up.
I can spout off nonsense but I know for a fact only the weakest tanks die to my grenades along with the dumbest drivers, you let me throw out 6 right in front of you and enticed you to try to engage me, thus rolling over 6 and then getting hit by 2-3 more.
This is the current player CCP are bowing down to
The general idiot
They already have access to proto AV against basic vehicles and can solo every vehicle in the game but its still not good enough
He wants the easiest AV weapon in the game so be able to have no limit for the missiles and also be able to lock 2 targets at once, another 2 buffs when in comparision my large vehicle turret doesnt fire all missiles at once and time out at 300m
He wants the 2nd easiest weapon the AV nade to have a bigger homing range because he just admitted that he has no aim and managed to throw it over a dropship and miss, how do you miss with a homing crutch? i dont know but it takes a bad player to do it and he is a bad player. He wants more nades to carry, he also wants it to become the new proxy mine and last 2min on the ground because proxy mines are hard to use
Basically he wants it super easy so all vehicles are gone on the battlefield while he just solos with AV nades and creates a mini minefield
This is the player who would be better suited to playing CoD, no vehicles whatsoever to cry about
|
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:01:00 -
[4] - Quote
KGB Sleep wrote:CCP disregard these cherrypicked threads.
Please conduct your own research with CPM.
Thank you for reading this far.
CPM?
You mean all infantry CPM who hate vehicles
Yea no |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:19:00 -
[5] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:and also be able to lock 2 targets at once, another 2 buffs Although I don't agree with most of his ideas, the one about locking 2 targets already exists, he jjust wanted it to lock the same target twice for some strange reason ... it isn't used at all because I for one have never found out (or really tried to) how you would go about launching missiles to the locked target you want it to go to, is it just random, who knows, who cares it's a pretty useless variation on swarms to be honest.
Yea thats the assault version, he prob wants it for his wyrkomis so it fires 12missiles 6 at each |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:29:00 -
[6] - Quote
Needless Sacermendor wrote:I actually came here to quote this from another thread ... Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ...
What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST?
What about clip sizes? what would they be?
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:42:00 -
[7] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:I actually came here to quote this from another thread ... Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ... What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? What about clip sizes? what would they be? What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this Sorry but that's about what I expected from you ... a long list of "What abouts". I'll make it simple for you ... answer me one question ... Should vehicles have limited ammo ? ... the whys and wherefores can be ironed out in the implementation of it, but it's a very simple question ... Yes or No ?
They can only have limited ammo when the above is sorted out
I do not want limited ammo if i cannot lock my vehicle/kick johnny bluetard out who will waste it, if i cannot field a vehicle with no turrets on it whatsoever
If i get no choice of ammo types
If ther isnt a vehicle nanohive made or even a cargohold, or the supply depots are not in reach of vehicles
If we do not have clip sizes for the turrets or even skills to improve the turrets like reload times and ammo counts like every other weapon have
Alot is it is ifs and what abouts because its all we have to go on, i dont want limited ammo if it going to be implemented in a half arsed way and all we have to rely on is supply depots which half of them are inaccessible to vehicles because they are up staircases and i dont have control of my own vehicle |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 13:42:00 -
[8] - Quote
Needless Sacermendor wrote:If you really want me to disect your post here goes ... Takahiro Kashuken wrote:What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them - No we don't have EM swarm launcher ammo either, it's irrelavant to the idea
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it - no, I can't stock up on swarms and leave out sidearm ammo so why should vehicles be different ... they would have an ammo limit per turret like handheld weapons have, not in a cargohold but in a magazine like modern tanks have, why not have skills to increase them, I did say maps need adjusting and I did mention ammo supply modules for logistics vehicles could be introduced
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for - Infantry don't pay for ammo, why would vehicles
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? - irrelavant to requiring ammo for the turrets you do fit, but I agree fittings should be customizable how you want them, why should dropsuits be required to carry a light weapon to be valid
What about clip sizes? what would they be? - they would be balanced
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed - a valid point to be addressed in the implementation, doesn't affecty whether it should be implemented or not
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading - as you already asked above, I'll ignore this duplicate question
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it - my mention of that was in relation to a supply depot that we had already overun and were hacking, the HAVs were just after the easy wp and not thinking about the team wanted to lose the AV fits they didn't need anymore with so many HAVs on our side, they'd think twice if they were at all reliant on these structures
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this - they've all been answered now, tbh we should be discussing ideas like this well before 1.5 is set in stone so they can consider all options to make this game fun for everyone, vehicle, AV and infantry alike, yes we've said since more than a year ago that vehicles need control over who jumps in and I agree there shouldn't be false restrictions on how you fit things, but dropping 2 small turrets to fit a large turret with unlimited ammo and all the tank you can manage to be indistructible isn't going to be good for the game, it will have to have some restrictions put on it such as limited ammo. You generally have a Supply Depot in you redline it just means you'd be forced out of the battle for a period rather than sitting there with your finger on the trigger till AV shows up.
No you havnt answered them, you have guessed, how would we know they would be in?
Its not irrelevent its needed overall
Why should vehicles have an ammo limit? its a vehicle, a tank is massive compared to the goobags so i should be able to carry 10 times the amount if not more, also large turrets carry larger shells
So no vehicle locks so johnny bluetard can waste my ammo anyways, i dont want him in the tank full stop, this is an issue
Being able to have no turrets means no bluedots firing my turrets and letting ppl know where i am, also it would mean he cant waste my turret ammo if i choose to have turrets but again it means i have no control over my tank
They would be balanced, lolno look at 1.4 4 buffs to swarms
So because its a vehicle overheating is still allowed, the only way i would allow overheating to stay in with clip sizes if it means i can do what it does in EVE ie it overheats the turret but fires faster but also to repair the turret i need nanite paste unless the damage effects the whole vehicle which it shouldnt
If turrets have clips and reloading times we need skills to be able to reduce it, dont give be BS answer its our primary weapon like an AR is to infantry yet they can use skills but lol its a vehicle so you cant so it fair
No mention of putting supply depots where we can reach them, also no mention of stopping the swaps at depots from an AR fit to AV fit, that alone makes us destroy them because they hide behind them
They havnt been answered, they have half arsed answers of have been ignored, not all redlines have supply depots either and if you think dropping 2 small makes a tank invicible then your are so wrong, taking off all 3 turrets makes it a damn good strong tank but with no offensive capabilitys whatsoever so i dont see the problem
All you seem to want is to sort out ammo but dont fix any of the problems that ive brought up so effectively trying to nerf vehicles and force teamwork where currently AV doesnt have to use teamwork and still get buffs |
Takahiro Kashuken
Red Star. EoN.
1076
|
Posted - 2013.08.26 14:33:00 -
[9] - Quote
My eyes bleed from that, i cant deal with trying to split it all up kills my eyes
But its all what ifs and buts and maybes and suggestions that CCP can and will ignore, 1.4 prime example with swarm buffs
If CCP doesnt address half of these then adding ammo is pointless as it becomes a nerf in general
If CCP adds clips and reload times with skills but still unlimited ammo then its a step forward and not a step back because if they dont address the issue of no vehicle locks/no turrets on vehicles/no vehicle kick/no cargohold/no supply depot reloaction/no supply depot in all redlines for both sides etc then johnny blue is still annoying me while i run out of ammo and cant restock because no supply depots because its 2 groups of 6 murdering randoms and no supply in redline while proto AV still trys to alpha me because lolno adv/proto tanks
I need control of my tank, i need to be able to fit it however i want to, i need adv/proto hulls and mods, i need to know that certain things would change if/when they decide to add ammo limits because if its half arsed its a essentially another nerf and vehicle users have it hard and will be put to the wall and shot in 1.4
I will not back limited ammo while these problems exist because as a vehicle user i have less control than a limited ammo AR user |
Takahiro Kashuken
Red Star. EoN.
1076
|
Posted - 2013.08.26 14:44:00 -
[10] - Quote
Bittersteel the Bastard wrote:
BECAUSE YOU'RE NOT MANUFACTURING AMMO INSIDE A GOD DAMN TANK. Fine it could potentially be able to carry 10 times the ammo FOOT-SOLDIERS carry but you said it yourself, turrets have larger shells that would decrease the amount of space you have for ammo.
Seriously think about what your saying before you say it.
How do you know im not?
Internal nanites working away in a small compartment of the tank
Even if the cargohold can carry more ammo and large does take more space it might not be that much, i can always skip small turret ammo or take of the turrets intead |
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Takahiro Kashuken
Red Star. EoN.
1078
|
Posted - 2013.08.26 14:59:00 -
[11] - Quote
Needless Sacermendor wrote:As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people !
Until 1.5 passes then we can relook at the problems because i also hope that we get the basic things we need, after 1.4 suprise i hope that 1.5 is ******* good
This is what i need in 1.5 for defo
1. Vehicle locks & kicking - Lock can be to squad or corp/solo even, but the kick is for if johnny gets in if i leave it at squad lock and not solo lock which means no ****** can get in
2. Adv/proto hulls/mods - Self explantory
3. The ability to take off all turrets - I want to do this because it would make one hell of a funny tank and it wouldnt be too bad to have as it means you can make new and intresting fits
Put up on par with proto AV so we can tank it at least and not get insta gibbed
As for the ammo, supply depots would need moving & put in all redlines, clips to be made for all turrets and skills to be put into the turret tree for faster reloading, prof skills i would say, also fitting skill book to lower requirements, also not to rely on supply depots a vehicle nanohive but i expect vehicle to be able to carry a far amount of ammo, not 12 shells and thats it
1.5 has to pass 1st to see what we get, until then ammo for me is so far down on the list its really not worth it currently because so many problems exist which are far more important |
Takahiro Kashuken
Red Star. EoN.
1078
|
Posted - 2013.08.26 15:14:00 -
[12] - Quote
Bittersteel the Bastard wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people ! Until 1.5 passes then we can relook at the problems because i also hope that we get the basic things we need, after 1.4 suprise i hope that 1.5 is ******* good This is what i need in 1.5 for defo 1. Vehicle locks & kicking - Lock can be to squad or corp/solo even, but the kick is for if johnny gets in if i leave it at squad lock and not solo lock which means no ****** can get in 2. Adv/proto hulls/mods - Self explantory 3. The ability to take off all turrets - I want to do this because it would make one hell of a funny tank and it wouldnt be too bad to have as it means you can make new and intresting fits Put up on par with proto AV so we can tank it at least and not get insta gibbed As for the ammo, supply depots would need moving & put in all redlines, clips to be made for all turrets and skills to be put into the turret tree for faster reloading, prof skills i would say, also fitting skill book to lower requirements, also not to rely on supply depots a vehicle nanohive but i expect vehicle to be able to carry a far amount of ammo, not 12 shells and thats it 1.5 has to pass 1st to see what we get, until then ammo for me is so far down on the list its really not worth it currently because so many problems exist which are far more important Then why do you always say to nerf AV. You just said it yourself. Wait until 1.5 to do anything.
Beacuse 1.4 swarms buffs were not needed and FG doing more damage than a proto railgun needs sorting out and AV nades are just ******* OP as they are |
Takahiro Kashuken
Red Star. EoN.
1079
|
Posted - 2013.08.26 15:29:00 -
[13] - Quote
Needless Sacermendor wrote:The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out !
Implementing ammo in vehicles would go a long way to limiting their ability to sit and massacre infantry which is what leads to AV not being a specialisation but being a necessity ... I don't want everyone carrying swarm launchers or AV grenades (which should be removed) ... killing vehicles is what I SPECIALISED into. Having an advanced assault rifle was a necessity for those matches with no vehicles in, which are now non existent because of the above point.
Then its working tbh, if its blaster fit and no AV to counter it then of course its going to win
Matchmaking i hope it means basic vehicle vs basic AV |
Takahiro Kashuken
Red Star. EoN.
1079
|
Posted - 2013.08.26 15:45:00 -
[14] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out !
Implementing ammo in vehicles would go a long way to limiting their ability to sit and massacre infantry which is what leads to AV not being a specialisation but being a necessity ... I don't want everyone carrying swarm launchers or AV grenades (which should be removed) ... killing vehicles is what I SPECIALISED into. Having an advanced assault rifle was a necessity for those matches with no vehicles in, which are now non existent because of the above point. Then its working tbh, if its blaster fit and no AV to counter it then of course its going to win Matchmaking i hope it means basic vehicle vs basic AV Yes, but it shouldn't be able to just sit there firing for the entire match, it should be required some downtime by a need to resupply ammo or allow capacitors to recharge or something to stop it from just sitting there firing with a few seconds pause if you're daft enough to run into overheat on the turret. Yes hopefully it will be able to distinguish people who are heavily invested in AV and balance them in battles against people similarly invested into vehicles ... I don't want to OHK Sicas n Somas with my proto swarms ... I want a challenge.
Well if it is balanced by basic vs basic then proto swarms will be gathering DUST but somehow i dont think the matchmaking will work like this |
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