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Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 17:23:00 -
[1] - Quote
I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down. |
Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 18:15:00 -
[2] - Quote
Ranger SnakeBlood wrote:Kuroiokami Tsukinaku wrote:I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down. Ive seen this one come up a few time while i agree its a nice solution it does put crew tankers against solo tankers at a simular disadvantage to the current AV vrs V, in that it would be more effective for someone and 2 friends who wants to kill a tank to bring in 3 solo tanks and hit the crew tank with the main turrets AV, its just something to keep in mind i guess. True that you could respond with more HAVs rather than fully crewing one. But that in turn puts 3 juicy targets that are ill prepaired for infantry AV. While I have the opinion that a crewed tank should be stronger than a single solo tank, it shouldn't be stronger than three solo tanks. |
Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 18:32:00 -
[3] - Quote
knight of 6 wrote: I like this +1.
rate of fire nerf is a bit large and well doesn't make sense. my HAV is missing 2 people so it doesn't fire as quickly when all all of the projectiles come in magazines. perhaps a minor increase to reload time(like 2.5 seconds per person making 15 seconds solo 10 seconds occupied) would make more sense and be a better option?
also fitting small turrets is a burden on the tank, we are extremely tight on pg/cpu and that is the reason a lot of us myself included don't run smalls. however if you gave us a pg/cpu buff it could work, the advantages of smalls would have to out weigh the deficits though.
I posted this a while ago and it sums up the current issues with smalls. there is a lot that would need to happen to make smalls a good idea again but fixing these is a good start.
Content removed for space.
I am not as familiar with the new effects of reloading the main turret so I can't speak directly to your idea. But the overall inference should be that there be a detrement to solo tanking compared to crew tanking. I suggested the rate of fire due to it directly affecting the DPS, but not the capability to obtain OHK when shooting squishy stuff. So it would loose in a tank dual, but still kill single exposed soft targets. To me the more important detrement is the scan. Make it easier for solo tanks to be flanked or snuck up on.
And I agree about the current issues with small turrets. Every time I've manned them, I can't see what I need to see and my accuracy is dependent on how steady the driver makes the tank. I'd be happy if turrets had lead indicators to take vechile movement into account. And their pg/CPUcost should be small in my proposal. The goal is to get tanks to want turrets not trade a proto largeturret for two weak small turrets. |
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