TechMechMeds
Swamp Marines Kleenex Inc.
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Posted - 2013.10.15 01:25:00 -
[1] - Quote
CharCharOdell wrote:DJINN leukoplast wrote:Let's just ignore vehicles for this example, and focus on infantry vs infantry in a parallel universe.
Imagine this:
In this universe, suits need to be taken out with very specific weapons. No exception. If you don't have the right weapon to take out that suit, you are absolutely screwed. They can stand there and take it all night long while you dish it out.
Example:
- Player A has weapons designed to take out ADV suits, but ADV suits only. If militia/STD or proto attack this player, the player is defenseless. Nothing they do will harm a militia/STD or proto suit in any way worth a damn.
- Player B has weapons designed to take out militia/STD, but is completely defenseless against ADV and proto suits.
- Player C has weapons designed to take out proto suits, but is absolutely helpless against ADV and militia/STD suits.
So would this be balanced, or completely unbalanced and ridiculous? Cause this is almost exactly what anti-vehicle and anti-infantry players have to deal with.
Anti-vehicle - Only good against vehciles, vulnerable vs infantry and vehicles. Anti-infantry- Only good against infantry, vulnerable vs vehicles and infantry.
And here's the vehicle players setup.
Anti-infantry & vehicle - Vulnerable only by AV players and some vehicles, but excellent against all vehicles and all infantry.
This is wrong and needs to change. Vehicles have way too much of an advantage. They should have to make hard choices like infantry players do.
Either:
1. Vehicles only good against other vehicles, but worthless against infantry 2. Vehicles only good against infantry, defenseless to other vehicles.
Or:
Infantry players need dedicated AV on all suits. Which means separate PG/CPU and slots for AV specific weaponry, this way infantry can carry both and be equally effective against vehicles and infantry. However the extra PG/CPU and slots can only be used for AV weapons (that way they can't be abused). Believe it or not, the vehicle or infantry counter thing u speak of is what the vehicle changes come out to be. Missiles do almost no blast damage and have tiny clip size....and small blast. rails will fore once every two seconds so both missiles and rails wont be very good vs infantry except for a very small number of tankers who are REALLY good with them. Blasters are actually weaker vs tanks. The small range and limited clip size makes more a turret that will be outclassed in most situations by the other turrets. So yeah, that'll happen and honestly, I don't mind blasters taking a slap in the face.
Damn, sounds like large missile turrets will be sht. |