Baal Omniscient
L.O.T.I.S.
587
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Posted - 2013.09.04 07:55:00 -
[1] - Quote
It's been several builds since I've run tanks, but ever since I quit running them at the beginning of Codex I've been running LAV's and more recently AV. An important thing to keep in mind is that these new rules don't only effect tanks, but LAV's and dropships as well. It really all boils down to how well they implement the active modules, but we'll just have to wait and see with that.
Dropships I think will benefit greatly from these buffs, especially the shield buff since getting away and recovering is already a dropship's main strategy. And the fact that all turrets are now going to have finite ammo supplies is going to be a huge factor for DS's as well as tanks.
LAV's I believe are going to be used much more for attack vehicles once this update hits too. If you noticed, they said that all turrets in addition to small turrets will be getting damage buffs. This coupled with the new way damage mods work (active module with a greater effect) will mean using the turret will be much more viable on an LAV than it currently is. I think you'll see a lot more hit and run tactics with LAV turrets and a lot less attempts to kill steal via murder taxi.
Of course the turret damage buff plus the damage mod adjustment will have an effect on all vehicles, not just LAVs. Tanks WILL have limited ammo, but each round will be packing a bugger punch. Meaning that if you manage your ammo and modules properly, you will be doing far BETTER than you are now, not worse as many complainers seem to be trying to claim. You'll actually have to micro manage your vehicle much more carefully, but you'll be getting more out of it in the process. Tanks will actually be a much more involved class to spec into. Not to say that they require no skill currently, but they will require a much greater level of skill in the coming build with greater rewards in return for learning how to manage your craft.
Once people get used to the new mechanics of vehicles, a major part of which is based around the new re-purposing of active modules creating
Quote:Gǣwaves of opportunityGǥ that allow vehicles to be devastatingGǪ temporarily.
I think we'll finally see vehicles to settle into a solid battlefield role of their own, something they've been wanting for a very long time. Let's just hope things aren't too messy out of the gate at 1.5's release. |
Baal Omniscient
L.O.T.I.S.
597
|
Posted - 2013.09.06 06:36:00 -
[2] - Quote
The True Inferno wrote:Here things that I think should be done
1.Assualt dropships need to have a base sheild/armor resistance like a logi lav and 200k cheaper
2. Turrets (small and large), the rocket turret should have a reload after 4-6 shots for small and 2-4 bursts for large, the blaster a reload after 40-80 shots for small and 18-25 for large(keep the heat build up) and small rail gun turrets the should have a higher heat points so they can shoot longer and no reload (as they shoot electricity) to increase poplularity, all this INSTEAD OF AMMO
3.When someone spawns on your vehicle eg logi dropship, you should get 25 war points
4.Keep the sheild and armor how it is
5.make it so drop ship turrets have enhanced aim assist so it makes it easyer to kill stuff
6. Tanks run over enemies an any speed instead of them being pushed alon
And last of all 7. 'friendly' tanks not being able to freaken come along and ram and destroy your own freaken vehicles
1. No. Dropships need to be buffed, but we've already seen what adding passive resistance to vehicles does to vehicles with the LLAVs. At least LAV's are restricted to the ground, DS's can fly anywhere at any time and a good DS pilot can speed boost away from a hot zone and land it behind a building in their base in about 15 seconds. There are some very good assault DS pilots out there who do pretty good for themselves despite DS's being gimped, we don't need for them to become a flying Charybdis.
2. No. Finite ammo will keep people tracking their ammo and keep them in check, which will be needed to keep them from being completely unstoppable with the stronger turrets and massively stronger damage mods coming out. Not to mention it will make tankers want to keep a supply depot around, which is important since they are so vital to their team as well as the enemy. Currently to a tanker, a supply depot is a liability. Soon they will be a necessity to them just as much as they are to everyone else on the field. Adding a "reload phase" would in no way balance the increases to damage that turrets are getting. {Side note: Hoping that small rail turrets become viable in 1.5}
3. This is an old idea that I have always totally agreed with. The only way to abuse this mechanic is to have people willingly and repeatedly suiciding in your ship, and you'd still not get much for all of their efforts. This has been requested for a VERY long time, hopefully 1.5 will see it finally realized. And I'd up it to 30 since you are basically acting as a floating CRU for your team rather than just passively dropping a droplink like an infantryman would.
4. Shield and armor will have to be adjusted due to the turret and damage mod changes coming in. You cannot just massively up the potential DPS of something without doing something about it's defenses.
5. A slight aim assist for small DS turrets might be ok, but in order to impliment it it would have to effect all small turrets, otherwise they'd have to rewrite how the turrets work from scratch. I don't see them doing this just so that DS's can have an aim assist feature, sorry.
6. Maybe if they are in front of the tread this would be OK, but I can just see people building shield speed tanks specifically for roadkilling. It would likely be nearly as effective if not more so than the Charybdis since the tank has such a huge front bumper. Nice idea, but it could be easily abused.
7. This is one of those issues between tankers that I have no right to concern myself with since it in no way effects infantrymen. I'll leave that one for a tanker to respond to. |