Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3379
|
Posted - 2013.08.29 23:05:00 -
[1] - Quote
Noc Tempre wrote:So I was most-way through a lengthy write-up on all things V and AV and decided to delete it. I will post the highlights though mainly because I like the conversation more than believe DUST has a real future.
Caldari philosophy - these guys are all about the bottom line, they want stuff that performs top tier, but they cut the corners so they only live up to expectations when used skillfully.
Gallente philosophy - they "focus" on omni-performance, in their efforts to shore up weaknesses, they only have the advantage when they can engage outside of their opponents' strengths.
Amarr philosophy - imposing and enlightened, amarr vehicles can be summed up as "floating bricks", they favor laser and missile recoiless weaponry to compensate for their lack of traction.
Minmitar philosophy - brutal simplicity, stripped of all but the barest essentials, even their HAV is little more than an oversized buggy, speed and aggression is everything since they cannot win a contest of endurance.
HAVs - the support vehicle, large, imposing, dangerous, your ball breakers and your anchors, very vulnerable in CQC with infantry.
LAVs - flanker and harassment, quick, nimble, they swoop in to tip the balance in infantry fights, must be coordinated or lucky to bring down HAVs or turrets.
DSs - logistics, they bring stuff from point A to point B direct, occasionally provides a little rain, optionally brings ammo, spawns, or fit swapping to an otherwise stranded squad or vehicle.
Some specifics of the big changes:
Costs start at 50k (fully fit militia) to 300k (fully fit prototype) using typical gear
All HAVs lose the top small turret, drivers occupy that seat but cannot aim large turret
Small turrets act like handheld weapon analogs with slightly tweaked magazines but similar range and damage profiles
Large turrets have roughly 5x the optimal range and 1.5x the damage of infantry weapons
Sica, Gunloggi, etc - main turret limited to 120-¦ arc, forward shields have innate 50% resists, rear armor so weak even ARs can seriously threaten it
Soma, Madruger, etc - no rear or undercarriage weak point, very good torque, can ignore almost all small arm fire, least vulnerable to infantry of HAV class
Small rails do full damage to vehicles, large rail has optimal of 100, effective of 400, ultimate of 650 (compared to new forge gun with optimal of 25, effective of 125, ultimate of 250)
I could go on, but I've already lost interest. Seems a little disjointed, but I suppose that's because you clipped most of it, like you said.
I never really had an issue with the idea of separate drivers and gunners myself, but it seems our community isn't interested in that kind of mechanic, to say the least.
As far as small rails, I'd LOVE to see them work as you described. Right now they just aren't even worth fitting. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3380
|
Posted - 2013.08.30 01:30:00 -
[2] - Quote
Noc Tempre wrote:ladwar wrote:besides rails having less optimal range then missiles meh...work in the right step. needs more bacon too. Missiles should have the same range, they just give have a flat damage no matter how close or far away when they explode. In effect, they end up the best damage at long range, worst in close range, and long travel times make them harder to blap randomly. Actually, Chromehounds handled missiles by having them start to arc downward after the "boost phase" ended (they ran out of fuel).
This way you could get rid of that dumb range cap they have right now while still making it so that they can't be used to control maps from long range like they used to.
That said, Missiles ate the nerf bat HARD. You can hit someone directly with a STD one and it won't even kill them, not even factoring in how crappy the splash is.
You'd get more kills mounting Mass Drivers to your vehicle than a Missile Launcher. |