Chosokabe Ite
Shields Of The State
72
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Posted - 2013.12.14 17:03:00 -
[1] - Quote
In my opinion, part of the problem with tanks in 1.7 is that they are all very effective at killing anything no matter what turret is equipped.
What could fix this is giving each race two large turrets to choose from. One turret is better at killing air vehicles and troops but not as effective against HAVs; And one better at killing HAVs and structures but can't keep up with anything that moves faster than it can turn, like certain dropsuits and faster vehicles. But at the moment, there isn't such a balance.
For the Cladari, this will be simple to change because we got two turrets from them already.
We should experiment with the turning speed of the railgun so that at close range it can't turn faster than a sprinting merc (at least no faster than light suits. Medium and heavies, maybe). Thus making the HAV depend on it's mounted small turrets for protection in close range engagements with anti-armor fittings. Tighten the splash damage area, making it more difficult to hit troops. This could help with the swarm launcher's nerfed range and even encourage more plasma cannon usage.
The missile turret could make a great anti-troop and anti-air turret if reworked a bit. A redesign will be in order to give it the ability to aim at higher angles. Give it a larger magazine and increase the rate of fire to make it more of a threat to air vehicles. With the right adjustment to splash radius and splash damage, we can make it effective against mercs but not TOO easy to hit them. Also, the missile turret should not be able to mount a small turret on it. The HAV will only have the small turret on it's chassis for support.
As for the Gallente turrets, there's only one. It's effective against both heavy armor and troops. Reducing it's effectiveness against heavy vehicles and redesigning it for shooting high like the missile turret would be enough to balance it. Oh, and like the missile turret, no mountable small turret.
A slow turning, high-dmg plasma turret should be added and it should operate similar to the plasma cannon. DEVASTATING damage but must reload after every shot. I was thinking of a snub nosed design to make it stand out, and like it's cousins in space, should only be effective at close range. This will make the HAV it's strapped to the perfect tank destroyer. it's always been the Gallente way to get in close and give you a backhand. The turret's Achilles heel is that it's slow turning speed and reload function make it poor at fighting anything else but HAVs and stationary targets.
To sum up advantages and disadvantages...
Railgun: Advantage - Hits hard and is highly accurate at long ranges. Disadvantage - Makes it difficult for HAV to fight maneuverable troops with anti-armor weapons at close range. Slow turning speed.
Missile: Advantage - Effective against air vehicles and troops at medium to close range. Can hit multiple troops with splash damage. Fast turning speed. Disadvantage - HAV can be out-shot by hard hitting ranged weapons like large railgun turrets and forge guns. HAV will stand little chance against a plasma turret. No option for mountable small turret.
Blaster: Advantage - Great against air vehicles and troops at medium to close range. Fast turning speed. Easier to hit troops at medium-long range. Disadvantage - HAV can be out-shot by hard hitting ranged weapons like large railgun turrets and forge guns. HAV will stand little chance against plasma turret. No option for mountable small turret.
Plasma: Advantage - WRECKING damage at close to medium-close range. Disadvantage - HAV can be bested by troops with anti armor weapons at close range and long range weapons like railguns and forge guns. Slow turning speed. Inaccurate at medium to long ranges. Reloads after every shot. |