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Jason Pearson
Seraphim Auxiliaries
2810
|
Posted - 2013.08.28 01:05:00 -
[1] - Quote
First, GM/CCP tagged dudes, this is a discussion thread, not feedback as I am not prepared to say to you guys this is definitely what needs to be done, I'd like it to stay in GD so that it can be seen and discussed.
Face it, when it comes to Vehicles vs Anti Vehicle, we're always going to run into the problem of tiers, Standard Tank v Proto AV, Standard Tank v Proto Tank, Standard AV vs Proto Tank, we're always going to run into this problem, and because the majority of Vehicle and AV balance discussion is focused on Tanks, the other vehicles get instagibbed by insanely powerful AV (Two forge shots to kill a 1,000,000 ISK Dropship, because that's totally reasonable.)
Rather than keep following this idea of having tiers for Vehicles, why not just remove tiers for AV? Not only this, but remove Turret tiers too. Instead of tiers, offer various specializations that become even more specialized as you advance up the skilltree, this along with bonuses for specific types perhaps could become even more of a SP sink than it currently is.
This thread is going to be discussing Turrets, below I've offered some suggestions on changes as well as new turrets. When I get around to writing about the AV weapons (I need to make sure they are fair for everyone as well as usable) then I will post a link in this thread.
First, we need our Categories, that's Hybrid, Projectile, Laser and Missiles, these (My lovely EVE friends inform me) are the turrets available in EVE, and we should probably try to mirror it to some degree. Now I'm looking at Large Turrets, but we should keep it across all levels of turrets, High Damage turrets are good agaisnt Vehicles, but will suffer low RoF and Tracking speed, whereas Low Damage turrets are able to turn faster and shoot faster.
You'll notice the names are the same as some of the ones we have now but I'm looking at them being rebalanced, and playing a different role.
Hybrid: (Blasters and Railguns)
- Blasters, close range weapons.
- Destabilized Blaster GÇô This Blaster mirrors a shotgun, firing a round of destabilized plasma dealing a large amount of damage but has high spread, making it very difficult to hit Infantry.
- Range: Low - Rate of Fire: Low - Damage: Very High - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Low - Heat Buildup: Very High
- Stabilized Blaster GÇô This blaster loses damage in exchange for an increased amount of range, it also
suffers with tracking speed
- Range: High - Rate of Fire: Medium - Damage: Medium - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Medium - Heat Buildup: Medium
- Scattered Blaster GÇô This Blaster is a weak, high rate of fire blaster that is good at hitting Infantry but weak against vehicles.
- Range: Low - Rate of Fire: High - Damage: Low - Splash Radius: Low - Tracking Speed: High - Ammo Count: High - Heat Buildup: Low
- Compressed Blaster GÇô This Blaster is strong but suffers from a low range and rate of fire.
- Range: Low - Rate of Fire: Low - Damage: High - Splash Radius: Low - Tracking Speed: Medium - Ammo Count: Medium - Heat Buildup: High
- Railguns, long range weapons.
- Accelerated Railgun GÇô The Accelerated Railgun is a low damage railgun, with high rate of fire and an average tracking speed, it also has a fair amount of ammo.
- Range: High - Rate of Fire: High - Damage: Low - Splash Radius: Low - Tracking Speed: Medium - Ammo Count: Medium - Heat Buildup: Low
- Regulated Railgun GÇô The Regulated Railgun is an across the board average railgun, it suffers with its range because of this.
- Range: Medium - Rate of Fire: Medium - Damage: Medium - Splash Radius: Low - Tracking Speed: Medium - Ammo Count: Medium - Heat Buildup: Medium
- Compressed Railgun GÇô The Compressed Railgun is a hard hitting railgun, it is great for HAV engagements
- Range: High - Rate of Fire: Low - Damage: High - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Low - Heat Buildup: High
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
|
Jason Pearson
Seraphim Auxiliaries
2810
|
Posted - 2013.08.28 01:06:00 -
[2] - Quote
Missiles: (Missiles)
- Missiles, versatile explosive weapons.
- Rocket Launcher GÇô The Rocket Launcher fires short range rockets that inflict great direct damage, they travel fast but are slow between volleys.
- Range: Low - Rate of Fire: Low - Damage: High - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Low - Volley Amount: Four - Missile Speed: Fast
- Guided Missile Launcher GÇô The Guided Missile Launcher are Anti Vehicle Launchers, capable of locking onto the target and firing high speed, low damage missiles, it has a decent amount of range.
- Range: Medium - Rate of Fire: Low - Damage: Low - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Medium - Volley Amount: Four - Missile Speed: Fast
- Assault Missile Launcher GÇô The Assault Missile Launcher is a versatile Missile Launcher that fires Missiles one by one as long as the Trigger is held down, it has a High RoF, Medium Damage and decent missile travel speed.
- Range: Medium - Rate of Fire: High - Damage: Medium - Splash Radius: Low - Tracking Speed: Medium - Ammo Count: Medium - Volley Amount: One (Hold R1 till it needs to reload for continous firing) - Missile Speed: Medium
- Fragmented Missile Launcher GÇô The Fragmented Missile Launcher is an Anti Infantry Missile, the Missiles do low direct damage but offer a large splash radius, the weapon is better at close range but can be fired from a Medium Distance.
- Range: Medium - Rate of Fire: Medium - Damage: Low - Splash Radius: High - Tracking Speed: Medium - Ammo Count: Medium - Volley Amount: Six - Missile Speed: Medium
- Cycled Missile Launcher GÇô The Cycled Missile is able to fire a large amount of Missiles at once inflicting severe damage to the target, but it suffers tracking speed penalties and also has been found to use a large amount of ammo quickly.
- Range: High - Rate of Fire: Low - Damage: Medium - Splash Radius: Low - Tracking Speed: Low - Ammo Count: Medium - Volley Amount: Eight
- Accelerated Missile Launcher GÇô The Accelerated Missile is a Long Range Missile Launcher, it comes equipped with High Powered Missiles but can only fire two at a time, it also has a low ammo capacity.
- Range: High - Rate of Fire: High - Damage: Low - Splash Radius: Low - Tracking Speed: Medium - Ammo Count: Low - Volley Amount: Two - Missile Speed: Fast
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Jason Pearson
Seraphim Auxiliaries
2810
|
Posted - 2013.08.28 01:07:00 -
[3] - Quote
Reserved for Projectiles
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Jason Pearson
Seraphim Auxiliaries
2810
|
Posted - 2013.08.28 01:07:00 -
[4] - Quote
Reserved for Lasers
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
538
|
Posted - 2013.08.28 01:14:00 -
[5] - Quote
Those new turret types seems pretty useless, like the shotty Blaster. Also, the adjustments you made to the existing ones are not needed, other than the Scattered, which sounds nice (Actually, scratch that; I do like the missile ones, but make the accelerated missiles shoot 3 instead of 2, and make them do the same damage, and splash radius as now, and they move faster). However, I do like the tiercide aspect of all of this. |
Jason Pearson
Seraphim Auxiliaries
2816
|
Posted - 2013.08.28 01:23:00 -
[6] - Quote
Aizen Intiki wrote:Those new turret types seems pretty useless, like the shotty Blaster. Also, the adjustments you made to the existing ones are not needed, other than the Scattered, which sounds nice (Actually, scratch that; I do like the missile ones, but make the accelerated missiles shoot 3 instead of 2, and make them do the same damage, and splash radius as now, and they move faster). However, I do like the tiercide aspect of all of this.
Funnily enough, Lillica said the same thing about the shotty blaster (I really want one), but I do feel it's a worthwhile weapon, it would wreak other HAVs in close range, imagine getting in close with it on a speed fit Minmatar Tank, chasing down that Caldari AI Tank and it's pathetic Scattered Blaster.. :D
Compressed is a useless blaster, only idiots ever use it, it needs a damage buff and I feel the adjustments made to it balance it out quite nicely.
About the three missiles, I wanted to do it, but the missile launcher has two sides, it'd bug me if it fired an uneven amount of missiles.. :D
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
711
|
Posted - 2013.08.28 01:25:00 -
[7] - Quote
Some really good ideas in here esoecially the rail and missiles. I do however like the idea of a bloody great big shotgun for cqc av work. |
Jason Pearson
Seraphim Auxiliaries
2825
|
Posted - 2013.08.28 01:52:00 -
[8] - Quote
This is not going to page 2, I spent too much damn time thinking about what adjustments could be made -¼ _ -¼
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
543
|
Posted - 2013.08.28 01:53:00 -
[9] - Quote
Jason Pearson wrote:Aizen Intiki wrote:Those new turret types seems pretty useless, like the shotty Blaster. Also, the adjustments you made to the existing ones are not needed, other than the Scattered, which sounds nice (Actually, scratch that; I do like the missile ones, but make the accelerated missiles shoot 3 instead of 2, and make them do the same damage, and splash radius as now, and they move faster). However, I do like the tiercide aspect of all of this. Funnily enough, Lillica said the same thing about the shotty blaster (I really want one), but I do feel it's a worthwhile weapon, it would wreak other HAVs in close range, imagine getting in close with it on a speed fit Minmatar Tank, chasing down that Caldari AI Tank and it's pathetic Scattered Blaster.. :D Compressed is a useless blaster, only idiots ever use it, it needs a damage buff and I feel the adjustments made to it balance it out quite nicely. About the three missiles, I wanted to do it, but the missile launcher has two sides, it'd bug me if it fired an uneven amount of missiles.. :D
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
It still bothers me that a blaster would be inaccurate. As for the Accelerated missile launcher, it might be too late for it now, but if that would end up happening, how a redesigned turret. Actually, how about all the turrets gets redesigned according to what they do (like, a stabilized blaster would have a longer barrel, etc.). It would be easier to guess what your enemy is using, but it would look cooler. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3339
|
Posted - 2013.08.28 01:53:00 -
[10] - Quote
Again, weapon meta levels are an essential part of the fitting mechanics.
The idea of "Tiericide" is to remove meta levels in vehicles and suits. We already have specialized vehicles, we just need to get rid of the power creep in suits.
The dramatically smaller issue of module power-creep is there by design. |
|
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
543
|
Posted - 2013.08.28 01:53:00 -
[11] - Quote
Jason Pearson wrote:This is not going to page 2, I spent too much damn time thinking about what adjustments could be made -¼ _ -¼
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
wtf are you on about? |
Jason Pearson
Seraphim Auxiliaries
2825
|
Posted - 2013.08.28 01:57:00 -
[12] - Quote
Aizen Intiki wrote:Jason Pearson wrote:Aizen Intiki wrote:Those new turret types seems pretty useless, like the shotty Blaster. Also, the adjustments you made to the existing ones are not needed, other than the Scattered, which sounds nice (Actually, scratch that; I do like the missile ones, but make the accelerated missiles shoot 3 instead of 2, and make them do the same damage, and splash radius as now, and they move faster). However, I do like the tiercide aspect of all of this. Funnily enough, Lillica said the same thing about the shotty blaster (I really want one), but I do feel it's a worthwhile weapon, it would wreak other HAVs in close range, imagine getting in close with it on a speed fit Minmatar Tank, chasing down that Caldari AI Tank and it's pathetic Scattered Blaster.. :D Compressed is a useless blaster, only idiots ever use it, it needs a damage buff and I feel the adjustments made to it balance it out quite nicely. About the three missiles, I wanted to do it, but the missile launcher has two sides, it'd bug me if it fired an uneven amount of missiles.. :D
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. It still bothers me that a blaster would be inaccurate. As for the Accelerated missile launcher, it might be too late for it now, but if that would end up happening, how a redesigned turret. Actually, how about all the turrets gets redesigned according to what they do (like, a stabilized blaster would have a longer barrel, etc.). It would be easier to guess what your enemy is using, but it would look cooler.
It'd be inaccurate against Infantry (You could still kill them though), it might even work well against groups of Infantry but a Fragmented Missile Launcher would be better.. It's real power would be as AT, like I said, speed fit tank with this baby on it getting round the back of railgun tanks and ripping through them.. mwahaha glorious.
Oh and definitely would be great, if we had it so you could see the visual differences between the weaponry (Destabilized more box looking, stabilized with a long barrels) then it'd be an even greater thing for vehicle players, the ones that put the time in to learn about different weapons would be more successful.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Jason Pearson
Seraphim Auxiliaries
2825
|
Posted - 2013.08.28 01:58:00 -
[13] - Quote
Aizen Intiki wrote:Jason Pearson wrote:This is not going to page 2, I spent too much damn time thinking about what adjustments could be made -¼ _ -¼
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. wtf are you on about?
Thread was just about to go to Page 2 of General Discussion :(
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 02:24:00 -
[14] - Quote
hm |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
543
|
Posted - 2013.08.28 03:01:00 -
[15] - Quote
Still don't like the shotty blaster....... |
Casius Hakoke
Molon Labe.
299
|
Posted - 2013.08.28 03:02:00 -
[16] - Quote
Interesting take. I am a big supporter of the concept of tiericide for everything and it seems as though CCP does not want to use/introduce tiers for vehicles.
I like some of your ideas, I don't know what it is but a shotgun blaster sounds awesome, even if it would be a pain to use. I feel one of the biggest problems in the game is the std, adv, proto progression myself and your ideas would greatly enhance the fitting options of tanks.
Oh, and for laser turrets, I've had an idea of what they may be like. The long range laser could be like the current laser rifle, similar animation and similar use with an over heat function increasing damage as it heats up, could you imagine a HAV mounted laser cutting lines across the battle field. And for a close range laser, it could be a pulse laser, firing pulses of lasers, lower damage high rate of fire, kind of a cross between a blaster but with some of the laser mechanics with continues fire heating it up and increasing damage.
Just an idea that has been floating around in my head. Take it as you will. |
Lillica Deathdealer
Mango and Friends
259
|
Posted - 2013.08.28 03:21:00 -
[17] - Quote
I approve of most of this. The shotty blaster is still iffy, but I won't harsh on it too much. I think the lock on missiles should do more damage, less speed, great range because its based on travel time instead of distance, and much slower fire interval. In this way it would take coordinated tankers to light up the sky with a stream of missiles tracking air vehicles. As for differences between small and large turrets, I envision ammo capacity being the defining factor between use on infantry and use on vehicles/structures. Small turrets do decent damage to infantry and have greater ammo capacity, making LAV and MAV the go-to infantry killing vehicles. Because these are lighter class vehicles, AV infantry can still take them on. Large turrets have respectable damage, making them kill infantry and harder targets alike. The thing that balances them is ammo count. Because large turrets will have less ammo capacity, most tanks will avoid targeting infantry because it would result in frequent resupplies and abandoning advantageous positions on the map. Of course an HAV could invest in ammo capacity modules, giving them a significant increase in ability to engage infantry without running out of ammo. However this is balanced because the ammo modules would take module slots, thus reducing the HAV's defenses and bringing it in line with the AV efforts of infantry. The short story: LAV and MAV kill infantry, infantry AV kill LAV and MAV. HAV kill all vehicles, large coordinated infantry effort and HAV kills HAV. Ammo count balances HAV use against infantry. |
Casius Hakoke
Molon Labe. RISE of LEGION
300
|
Posted - 2013.08.28 03:51:00 -
[18] - Quote
Lillica Deathdealer wrote:The short story: LAV and MAV kill infantry, infantry AV kill LAV and MAV. HAV kill all vehicles, large coordinated infantry effort and HAV kills HAV. Ammo count balances HAV use against infantry.
Wow. Well put, I actually kind of hope this is the direction CCP is taking. +1 |
Jason Pearson
Seraphim Auxiliaries
2849
|
Posted - 2013.08.28 04:57:00 -
[19] - Quote
After talking with Lurch, even with tiers I think these variants are needed :P That's what bores me about this game, "Oh it's so complex" No, if you've not only played **** games all your life then its not complex, it's a bit to take in at first but once you understand what goes where, you're sorted.
These turret variants would help keep vehicles fresh, it would also mean paying attention to what everyone else is using and plan accordingly, your buddy using an Anti Infantry turret? Perhaps you should look at fitting a Anti Tank blaster and sticking close by the Infantry stomper. You want dual capabilities?! Try giving a small turret position to a friend.
@Lillica
Shotty Blaster is amazing, get out. I think by keeping it as a low damage high speed weapon, it means it won't be used against Tanks to just pop your turret out and lock on :/
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
|
Lurchasaurus
SVER True Blood Public Disorder.
1107
|
Posted - 2013.08.28 05:32:00 -
[20] - Quote
Jason Pearson wrote:After talking with Lurch, even with tiers I think these variants are needed :P That's what bores me about this game, "Oh it's so complex" No, if you've not only played **** games all your life then its not complex, it's a bit to take in at first but once you understand what goes where, you're sorted. These turret variants would help keep vehicles fresh, it would also mean paying attention to what everyone else is using and plan accordingly, your buddy using an Anti Infantry turret? Perhaps you should look at fitting a Anti Tank blaster and sticking close by the Infantry stomper. You want dual capabilities?! Try giving a small turret position to a friend. @Lillica Shotty Blaster is amazing, get out. I think by keeping it as a low damage high speed weapon, it means it won't be used against Tanks to just pop your turret out and lock on :/
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step.
YES Jason gets it! Im all for more variants of weapons. Shotty turrets or even directional webifiers that would operate in an arc, similarly to the dropsuit's active scanner.....i love the idea of slows/stuns
obv, a webifier/mine system for infantry to give that parity.
|
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dustwaffle
Gravity Prone EoN.
387
|
Posted - 2013.08.28 05:41:00 -
[21] - Quote
IMO, no tiers for dropsuits and vehicles, but a tier system for dropsuit/vehicle modules *could* be put in place, and balanced according to PG/CPU. If I want to put a lower tier turret or gun with slightly lower DPS or ROF in favour of a better tank, I should have the freedom to choose so.
EDIT: Overall some interesting ideas on the turrets there, so free bump from me |
Takahiro Kashuken
Red Star. EoN.
1117
|
Posted - 2013.08.28 11:54:00 -
[22] - Quote
TBH i expected CCP to copy and paste from EVE to DUST regarding vehicles and whatnot
Instead what we have now is a mish mash of 2 different ways, they should either stick to the EVE way or carry with the DUST way |
Lorhak Gannarsein
DUST University Ivy League
234
|
Posted - 2013.08.28 12:13:00 -
[23] - Quote
One thing I've noticed about Pearson's posts is that whether or not I agree with him, they're always thought provoking.
Also, I like this idea, though I would miss my Particle Cannon. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
86
|
Posted - 2013.08.28 12:23:00 -
[24] - Quote
I like this idea as a whole but I also have to disagree about the shotgun blaster.. :P |
Jason Pearson
Seraphim Auxiliaries
2864
|
Posted - 2013.08.28 13:05:00 -
[25] - Quote
MarasdF Loron wrote:I like this idea as a whole but I also have to disagree about the shotgun blaster.. :P
Well now I just don't want any part of this idea at all. :/
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Operative 1171 Aajli
Bragian Order Amarr Empire
174
|
Posted - 2013.08.28 13:54:00 -
[26] - Quote
The solution to this would be to get rid of weapon tiers and create ammo types with tiers.
You only get one type of ammo at a time unless you swap out at a depot.
The ammo types are not basic AV or flux but ammo types as in EVE with better stats against armor or shields.
Missiles in Eve have a specific damage type. Sure ATM you'd mainly see Armor damage ammo but as the other racial tanks come into play you'll see more variation.
Also, like EVE add racial variants of damage resist mods.
This would allow for less of an all or nothing situation on AV vs. tank.
|
Lillica Deathdealer
Mango and Friends
260
|
Posted - 2013.08.28 14:06:00 -
[27] - Quote
Jason Pearson wrote:After talking with Lurch, even with tiers I think these variants are needed :P That's what bores me about this game, "Oh it's so complex" No, if you've not only played **** games all your life then its not complex, it's a bit to take in at first but once you understand what goes where, you're sorted. These turret variants would help keep vehicles fresh, it would also mean paying attention to what everyone else is using and plan accordingly, your buddy using an Anti Infantry turret? Perhaps you should look at fitting a Anti Tank blaster and sticking close by the Infantry stomper. You want dual capabilities?! Try giving a small turret position to a friend. @Lillica Shotty Blaster is amazing, get out. I think by keeping it as a low damage high speed weapon, it means it won't be used against Tanks to just pop your turret out and lock on :/
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. The thing is any tank that decided to rush the locking variant would probably pop it easily. They can use cover to reach the locking-type tank, fire on it whenever they want to while the locking-type tank has to reaquire the target each time before firing, and if they do feel its troublesome the tanks can easily pop active modules and rush without care because of the locking-types poor fire rate due to having to lock-on first. |
Jenza's Pants
Kang Lo Directorate Gallente Federation
95
|
Posted - 2013.08.28 14:32:00 -
[28] - Quote
Been asking for a change in missiles similar to this since E3 2012...... |
Jenza's Pants
Kang Lo Directorate Gallente Federation
95
|
Posted - 2013.08.28 14:33:00 -
[29] - Quote
Lillica Deathdealer wrote:Jason Pearson wrote:After talking with Lurch, even with tiers I think these variants are needed :P That's what bores me about this game, "Oh it's so complex" No, if you've not only played **** games all your life then its not complex, it's a bit to take in at first but once you understand what goes where, you're sorted. These turret variants would help keep vehicles fresh, it would also mean paying attention to what everyone else is using and plan accordingly, your buddy using an Anti Infantry turret? Perhaps you should look at fitting a Anti Tank blaster and sticking close by the Infantry stomper. You want dual capabilities?! Try giving a small turret position to a friend. @Lillica Shotty Blaster is amazing, get out. I think by keeping it as a low damage high speed weapon, it means it won't be used against Tanks to just pop your turret out and lock on :/
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. The thing is any tank that decided to rush the locking variant would probably pop it easily. They can use cover to reach the locking-type tank, fire on it whenever they want to while the locking-type tank has to reaquire the target each time before firing, and if they do feel its troublesome the tanks can easily pop active modules and rush without care because of the locking-types poor fire rate due to having to lock-on first.
Makes is a great AA tank though, useful for when dropships can tank more without turrets. |
Jason Pearson
Seraphim Auxiliaries
2867
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Posted - 2013.08.28 15:16:00 -
[30] - Quote
Lillica Deathdealer wrote: The thing is any tank that decided to rush the locking variant would probably pop it easily. They can use cover to reach the locking-type tank, fire on it whenever they want to while the locking-type tank has to reaquire the target each time before firing, and if they do feel its troublesome the tanks can easily pop active modules and rush without care because of the locking-types poor fire rate due to having to lock-on first.
That would be exactly the point, the guide missiles would work well against fast ground and aerial vehicles but suffer against heavy vehicles. The guided missiles would need to have the ability to look higher than other turrets, creating an AA turret (rather than an AA Tank hull).
So in short;
HAV with Guided Missiles > Aerial Vehicles (Probably light variants, along with light ground vehicles) > Heavy Vehicles with no AA capabiltiy > HAV with Guided Missiles.
Ta-da.
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gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
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