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Thread Statistics | Show CCP posts - 6 post(s) |
Foundation Seldon
Gespenster Kompanie Villore Accords
123
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Posted - 2013.10.25 07:17:00 -
[1] - Quote
NOTE : AV NERF IS IN RESPECT TO NEW VEHICLE STATS - KEEP THIS IN MIND
In General - Tanks have lower HP, higher shield regen, and finite ammo supplies.
Armor Tanks - Don't have ridiculous active reps anymore. They're PASSIVE always on and at a much lower rate.
~
With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. They won't be able to plop down in a single spot and farm kills while staying in cover. AV is now more suited as an area denial deterrent rather than something that will commonly be used to take out tanks unless there's a sufficient level of coordination. The exciting thing here is that the AV stats are within reasonable levels for all vehicles. I'd say the balance as it is right now is set to where tanks can be countered but the act of setting the bar this high meant that all other vehicles (minus the LLAV) became extremely vulnerable. The exciting thing in my eyes is that with AV being at this level I could probably profit off of being a dedicated LAV (not LLAV) driver or Dropship pilot without having to deal with losing an expensively fit vehicle before I can react in any sort of meaningful way.
The changes to Swarms in particular will probably make them much less effective at taking out Dropships that are doing anything other than hovering in their vicinity |
Foundation Seldon
Gespenster Kompanie Villore Accords
127
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Posted - 2013.10.25 07:59:00 -
[2] - Quote
Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry.
Except this won't be the case. I have to emphasize the following here :
HP, Burst Tanking, and Decreased Effectiveness of Infantry Slaying Turrets 1. Tanks have lower HP than they did before 2. There's far more reliance on active modules in order to "tank" any sort of significant damage 3. Finite Ammo means Tanks have to take their focus away from infantry slaying at multiple points in order to resupply
AV will still be fulfilling its role by creating areas where the Tank can't effectively pass without taking significant damage, you don't need to kill the Tank in order to ensure that its effectiveness in the match is decreased. More so than that, and I mentioned this in my last post, but balancing AV with respect to ONLY tanks creates the situation that we have now in which Tanks are the only vehicle worth calling out in the middle of a match. I think we can both agree that Dropships are far too fragile in their current state and the LAV class of vehicles is near useless outside of Militia/BPO for transport and the Logistics class for exploiting its insane base resistances.
In order to incentivize the use of AV against vehicles though I think it'd be nice to see the return of WP awarded for doing a sufficient amount of damage to Tanks. If dedicated AV won't be getting the majority of their points from killing tanks then I think it'd be nice if they got rewarded for doing enough to deter them. |
Foundation Seldon
Gespenster Kompanie Villore Accords
131
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Posted - 2013.10.25 09:09:00 -
[3] - Quote
wripple wrote:And sadly still no change to the assault forge. I'm retiring from dropships.
Just because it isn't listed doesn't mean it isn't going to be addressed. |
Foundation Seldon
Gespenster Kompanie Villore Accords
131
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Posted - 2013.10.25 09:37:00 -
[4] - Quote
Ryme Intrinseca wrote:Foundation Seldon wrote:Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry. Except this won't be the case. I have to emphasize the following here : HP, Burst Tanking, and Decreased Effectiveness of Infantry Slaying Turrets 1. Tanks have lower HP than they did before 2. There's far more reliance on active modules in order to "tank" any sort of significant damage 3. Finite Ammo means Tanks have to take their focus away from infantry slaying at multiple points in order to resupply AV will still be fulfilling its role by creating areas where the Tank can't effectively pass without taking significant damage, you don't need to kill the Tank in order to ensure that its effectiveness in the match is decreased. So tanker role=massacring everything in sight. AV role=temporary inconvenience to the metal killing machine. Yep, that sounds balanced
I'm glad we're in agreement, AV can no longer easy mode a tank with 2 AV grenades and a clip of swarms and we're less effective overall at killing you. |
Foundation Seldon
Gespenster Kompanie Villore Accords
142
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Posted - 2013.10.26 02:31:00 -
[5] - Quote
Are the people complaining about lack of Forge changes incapable of reading?
CCP Wolfman wrote: Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:
WeGÇÖre looking forward to hearing your feedback!
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Foundation Seldon
Gespenster Kompanie Villore Accords
146
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Posted - 2013.10.26 11:27:00 -
[6] - Quote
JudgeRhadamanthus (Author of wonderful Dropship video series) recently put up this video illustrating what the current vs. proposed change to Swarms really mean in terms of map coverage. It certainly put things in perspective for me and I encourage any of those feeling that the Swarm range nerf was too harsh to check it out.
http://youtu.be/3au9H-NcgSw |
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