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J-Lewis
Edimmu Warfighters Gallente Federation
321
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Posted - 2013.12.12 03:55:00 -
[1] - Quote
The reason tanks are crewed by 3 is specifically to split up the burden of operating it effectively.
A Tank crew consists of a Driver, a Gunner and a Commander. The Commander is the seniormost member of the crew. The commander scans the surroundings for targets and threats. The commander gives directions to the driver and gunner.
The Gunner is the next seniormost member of the crew. The gunner receives targeting solutions from the commander.
The Driver is the juniormost member of the crew. The driver takes movement orders from the commander and gunner.
Applying this to HAVs in DUST: The Driver uses the existing front turret seat. The driver has the option of a light turret at his disposition (subject to fitting).
The Gunner uses the seat the Driver currently uses and has control of the turret.
The Commander uses the existing top turret seat, which has greater visibility and a faster turn rate than the main turret (again, actually fitting a turret is optional).
How HAV play is affected: Solo HAVs would have to be played more like solo LAVs; swapping from Driver to Gunner to Commander seats to move, shoot and scan the surroundings.
Solo HAVs would be vulnerable to smaller quantities of AV, due to the burden of swapping roles on the fly. You cannot drive, shoot and look around at the same time.
Crewed HAVs would be more potent than currently and require different tactics to defeat, as they could both move, shoot and see what's happening around them simultaneously.
This would be a nerf to solo HAV play, but a buff to team HAV play. It would also result in more satisfying cooperative gameplay both for HAV crew teams and AV infantry. |
J-Lewis
Edimmu Warfighters Gallente Federation
326
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Posted - 2013.12.12 19:39:00 -
[2] - Quote
Incidentally, module activators should also be split between driver, gunner and commander. This opens the possibility of giving tanks more slots overall.
The driver can activate movement related modules. The gunner can activate weapon upgrades. The commander can activate scanning and tanking modules (hardeners, damage control, boosters).
This way, each role is directly meaningful and contributes to the survival of the HAV. |
J-Lewis
Edimmu Warfighters Gallente Federation
326
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Posted - 2013.12.13 06:12:00 -
[3] - Quote
Cosgar wrote:When it takes one person to move a dropsuit while it takes another to aim and shoot, I'll agree to this. It's only been two days and the crazy ass suggestions are already coming in. Wait for a tank's modules to go down and they're even easier to kill than in 1.0 Uprising. It's that simple. Change up your tactics and stop thinking you can blow them up like in 1.0-1.6.
PS. I'm infantry and I'm saying this.
There is legitimacy to the issue. As I mentioned at the top of this page, it's tank gameplay in general that presents a problem.
HAVs are anti-social. They do not create an element of fun for anyone but the driver, and almost actively discourage teamwork. Filling the gunner seats is a waste of players (the small turrets are for self defense) and usually won't be appreciated by the driver.
HAVs would not only be more effective if they required crew, they would also create an environment of encouraged teamwork. This is something DUST 514 needs much more of. |
J-Lewis
Edimmu Warfighters Gallente Federation
327
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Posted - 2013.12.13 07:27:00 -
[4] - Quote
Cosgar wrote:J-Lewis wrote:Cosgar wrote:When it takes one person to move a dropsuit while it takes another to aim and shoot, I'll agree to this. It's only been two days and the crazy ass suggestions are already coming in. Wait for a tank's modules to go down and they're even easier to kill than in 1.0 Uprising. It's that simple. Change up your tactics and stop thinking you can blow them up like in 1.0-1.6.
PS. I'm infantry and I'm saying this. There is legitimacy to the issue. As I mentioned at the top of this page, it's tank gameplay in general that presents a problem. HAVs are anti-social. They do not create an element of fun for anyone but the driver, and almost actively discourage teamwork. Filling the gunner seats is a waste of players (the small turrets are for self defense) and usually won't be appreciated by the driver. HAVs would not only be more effective if they required crew, they would also create an environment of encouraged teamwork. This is something DUST 514 needs much more of. Tanks do require teamwork. When all the reds are mindlessly trying to take out a tank, who's guarding the objectives? Also tankers can be the most social players in the community if... you're not trying to get them nerfed every patch.
I hesitate to call that teamwork. If the HAV isn't communicating this, then the assaulting force cannot take advantage of it beyond coincidence (and the entire situation leaves them vulnerable to a flank by the returning hostiles if/when the HAV is dealt with). And if the HAV is communicating, it is better used supporting the assault due to the protection that infantry provides against AV.
I'm not suggesting a nerf to HAVs. |
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