Paladin Sas
Pro Hic Immortalis
227
|
Posted - 2013.08.29 17:43:00 -
[1] - Quote
I like that their adding vehicle ammo, its an amazing feature that i believe should have been there from the beginning, but i foresee a few flaws and i would like to share my thoughts on them.
(Problem) if i understand correctly, the only way to rearm your guns is to go sit by a supply depot, and i see a few issues with this. --- supply depots dont last very long, they tend to go poof pretty quick because everyone wants easy points. --- dropships would need to come down to the depot to rearm, and that leaves them VERY vernerable to instapoof via forge/swarm
(Plausable Solutions) --- add a vehicle module that resupplies the ammunition of vehicles within a radius. give CPU/PG reductions to this module when equiped on a logi lav/dropship. it could even give resupply WP, cause, who doesnt love more WP?
--and/or--
--- vehicles have really big powerplants on board, what if you allowed a slow passive regen of amunition up to the cap, with the cap being increased with your new module. the regen should be a percentage of the base ammo storage (before modifiers) per second (ie. 0.5% ammo regen per sec) being near a supply depot would give you a +10% regen/sec and maybe the above purposed module could be +2.5/5/7.5% regen/sec (basic/adv/proto)
(conclusion) the idea here is that supply depots will still become high value structures that both sides might fight over, but when they all poof (and im certian they will ALL poof) having alternate ammo methods will keep vehicles in the fight, so long as they manage their consumption.
(spoiler) i am a dedicated ground pounder, i dont drive vehicles, i shoot them with swarms. that being said, i feel for my armored and winged brothers. vehicle users, please give some feedback on your thoughts here. |
Paladin Sas
Pro Hic Immortalis
236
|
Posted - 2013.08.30 21:07:00 -
[2] - Quote
lithkul devant wrote:Medic 1879 wrote:lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk. Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless. This is a sperate problem/issue, but you do have a valid point with how the system currently is. However, with the vehicle ammo changes this concern might be aliviated by that when they run out of ammo they will have no incentive to be in your tank anymore possibly.
blueberries like to sit in tanks and be useless just to soak up free WP |