Alena Ventrallis
Osmon Surveillance Caldari State
251
|
Posted - 2013.12.11 06:43:00 -
[1] - Quote
I'm loving getting revenge on the once OP AV we had.
I feel that they didn't take the rebalancing for enough for vehicles.
I feel they need to reduce raw HP on vehicles, and make active hardeners better, so that in the end we have vehicles with the same ehp they have now while hardeners are on, but reduced HP when they are off. This gives AV a better window with which to attack.
I want forge guns restored to their original stats, and have their optimal reduced to 100m, and effective range be 300m. Railguns retain their stats. This is because even if I do everything correctly, a forge can still hit me even if I retreat as I am supposed to once my hardeners are down. Forges still have almost full map coverage from the redline, while swarms had a sensible Nerf to lock on range.
Speaking of, I'm sick of people whining about the swarm "range Nerf" It wasn't a range Nerf, it was a lock on Nerf. The missiles still will fly 400m. You just can't fire them off at that range.
I think missiles need a slight damage Nerf, and a buff to splash radius. They are supposed to be the middle ground between anti-vehicle and anti-infantry turrets. They need better anti-infantry, and slightly reduced anti-vehicle capability.
And Assault Drop ships need to either get a stabilization button, or become transparent when aiming down. Infantry are so hard to hit as it is. |
Alena Ventrallis
Osmon Surveillance Caldari State
251
|
Posted - 2013.12.11 07:26:00 -
[2] - Quote
Kasote Denzara wrote:One line in particular caught my laugh. Quote:I'm loving getting revenge on the once OP AV we had. I want you to know why. Back in closed beta, there were these things we dubbed "proto tanks" and they really were gods on the field. I don't think I ever got the chance to see one get destroyed. What Uprising really was up to 1.6 was, well... Infantry getting revenge on the HAVs that once stomped and obliterated the fields in both closed and open beta. So, at 1.7, I (with extreme angst) will have to say we are even. The SLers had their fun, while the FGers have been waiting for this time. We FGers are the only things (besides you crazy ******* with R/E'd LAV) that are killing vehicles from an infantry side. The reduction to the Breach variants' damage is particularly silly, but I'm still popping HAVs and dropships with it. I'll speak on the behalf of all the older FGers when I simply say... "We will adapt." A good handful of us already have. All this aside, I do have one thing to say towards HAVs. It's not a problem to me (since I have superb tracking), but it's extremely silly that a heavily armored vehicle is moving at a speed comparable to a LAV. I'm not saying make them super slow again- that would be a massive nerf to them that is unneeded, seeing as they need to retreat a lot more now. Just a tad slower, that's all. Somewhere between now and previous speed. Besides the speed, I say vehicles are perfect as they are now. I think forge guns should have the range nerf because of the new hardener system. Even if I retreat out of swarm range, forges can still hit me. And whether it's against shield or armor, forges outdps swarms at almost twice the range.
So make forges a close range destroyer, while swarms have more range, but less dps. It makes sense lore wise, a handheld platform accelerating a projectile fast enough to cause such damage would lose its energy rapidly, while one accelerated by the massive railguns of HAVs would travel much farther and retain its energy. The lore could be that the projectile from forges is softer, meant to deform and transfer as much energy as possible to the target, but the softer metal deforms it in flight and causes it to lose momentum over long distances. In contrast, HAV railgun projectiles retain their shape because it is made of a stronger metal, and retains its shape better, thus increasing range and accuracy. However, this causes it to deal less damage on impact.
I want forges to be viable along with swarms, especially if they catch a vehicle with its hardeners down. That's why I suggested lowering raw hp. AV needs to be viable against us. But not at 300m without significant drawback. Dropships can handle it better, because they do not need to traverse terrain and are faster (albeit slightly) but HAVs would need to activate their hardeners as soon as they leave cover, and wouldn't have time to get where they need to go, do their thing, and retreat again before their hardeners went down.
And yes, tanks ramping off the terrain... that's fun, but shouldn't be the norm. tone it down moderately, and perhaps increase their mass so they don't go flying. |