Casius Hakoke
Molon Labe. League of Infamy
292
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Posted - 2013.08.24 22:25:00 -
[1] - Quote
First I would like to say excellent OP and there are indeed some excellent suggestions in here for what people want to see with HAV's.
Second, I want to state that I am a HAV pilot and as being such am going to be a little biased in my opinions. But please note, that I am unwilling to dedicate my tank while not in a squad. I very much dislike playing dust solo, and do not use my tank solo. Come to me gunning squadmates.
Third, I would also like to state that when not running my HAV, for whatever reason, I always stock ADV AV grenades. So I do have some experience with AV grenades in this build.
Chances Ghost wrote:1.what kind of tank/av/infantry gameplay do you want to see 2.one suggestion on how to achieve that vision of balance
Personally I like to use my HAV as a mobile pillbox/cover for my squads/teams infantry. In other words, I like to take my gunners/squadmates to objectives/installations and cover them while they attempt to hack them. As most other tankers, I also love engaging other HAV's. They are some of the best fights I have had in game.
I feel that the best counter to a HAV should be another HAV. Wait a second before flaming me please, because I feel AV is very important still and does need a place. I feel that AV should be enough to keep an enemy HAV at bay, in fact it should be enough to force the pilot to turn around and find cover. Continual AV fire from multiple sources should be enough to take down any HAV that does not retreat to friendly areas if they have over extended.
The way that most HAV battles take place is about how much dps we can maintain and how much our damage mitigation and reppers can repair. When it comes to AV, AV operates the opposite, in that it is not maintaining dps, but the amount of spike damage it can do. Currently HAV's are setup to handle damage over time, when the type of damage they are receiving is the opposite of that.
The best example, in fact, one of the best ideas that has been continually posted for several months is the one that Mobius Wyvern posted.
Mobius Wyvern wrote:I still like the idea of a vehicle capacitor that modules run from instead of having cooldowns. This way you could run modules like hardeners perpetually, but an Armor Repairer or Shield Booster would take large amounts of energy, and if you didn't keep an eye on it, it could drain your cap and shut down all your modules, leaving you vulnerable.
If necessary, you could give infantry NON-SEEKING/HOMING grenades that drain energy from vehicles in the blast radius, allowing a skilled AV player to get close and attempt to bring down the vehicle's defenses to make it easier to destroy. However, this would still require the player to get close to the vehicle, and actually AIM their throw properly, which also means that HAVs would have additional incentive to use all three of their guns slots, and allow them additional AV defense.
I think vehicle capacitors would drastically improve the game for vehicle operators across the board.
I also feel like Void Echos suggestion of bonuses applied from multiple people skilled into HAV's applying a kind of 'set' bonus when they all operate the vehicle together.
Void Echo wrote:however, if you have blue in your turrets, they will give you an extra survivability only if they have the same skill set as you do, this would also be needing the vehicle lock function we all want, that way if the right people were in the tank, it would be indestructible, but if its only the pilot, the tank would be killable but still do massive amounts of damage, nothing less.
this would greatly encourage the teamwork you want us to use, but it would have to be done right, and by right, I mean the pilot needs to have complete dominance over his own asset, otherwise tanks and vehicles in general would just be like BF.
But I do feel that it would need to be balanced very carefully.
Over all my primary addition to this discussion, other than pointing at those two ideas, is that the big imbalance between AV and vehicles is that AV does massive spike damage while most vehicles are setup to handle damage over time. If AV could be balanced around dps instead of spike damage, it would change the dynamic to achieve what most people are looking for, teamwork. |