Derpty Derp
Derpty Derp Derr Deerrr
1
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Posted - 2013.12.19 17:23:00 -
[1] - Quote
Just a few ideas on balancing the vehicle/anti-vehicle issues.
As a high specced forge gun user and a dropship pilot I have noticed several problems and have a few ideas that could be used to help find solutions.
~ Not getting poiints from vehicle kills
- Sometimes a vehicle will have taken severe damage and in attempting (badly) to make a reteat, will hit a wall and blow up and you get no reward for risking death and blowing it to pieces... Also other times you may get an "assist" which although is something, still seems like a slap in the face when you did all the work.
~~Possible Solution~~ Give war points and end of match isk bonus based on how much damage is dealt, rather than last hit... This will also solve the issues of people holding back for the last hit.
- Other times people will disconnect or log out as their dropship is falling out the sky (with 0 hp left) and I'm guessing (but not sure) that they get away with losing nothing while making it pointless to have shot them down in the first place.
~~Possible Solution~~ Have the "leave game" option only available from CRU's/Supply points, if you leave mid match anything remaining on the field should be forfeit.
~ Turrets being mostly free war points
- 100 points for destroying, only 50 for capturing... So it's mostly just a race to see who can blow up the uncaptured ones (unless you aren't in a tank/High end dropship/carrying a forge gun.) After all if you do capture it, that's just 100 points for the other team when their tank comes along to blow it up.
~~Possible Solution~~ Increase turrets defenses to allow them a chance to fight back before being 3 hit (forcing people to use some teamwork and strategy to take them down without losing your tank... Also remove points for destroying neutral turrets (increasing the reward for capturing would just cause people to let the other team capture and then destroying them.)
~ Weak Dropships
- So big issue for many pilots, fly low and help the team (most likely taking 3 hits from a tank well in the red zone) or fly high and do nothing... Not much of a choice.
~~Possible Solution~~ Several ideas: ~ Give forge guns and Railgun turrets a wide spread that make it easier to hit at close ranges (kind of like the spread on missile turrets, but having it all hit at once) this will allow dropships to not get popped by 1 tank hiding out of range of everything, but still able to take that last hit when they fly into the distance with 1/4 armour left. ~ Add weak points, that when shields are taken down can cause problems for the pilot... For each engine hit slow move speed and make it unstable... Take out all engines and you've got the kill... Also with shields down reduce dampening of the hit, allowing people to shuv dropships into things. ~ Improve hit detection... I'm often watching someone shooting me from one side and the UI suggesting it's hit from a completely different place... This makes it annoying when you're being shot by something and you have no idea which way to try and dodge the next blast.
Supply depo's all being destroyed
-I'm all for taking out the supply depo's and making it harder for the other team to ressuply, but when there's no supply depo left on the map vehicles become useless as you can't reload, not to mention it makes people who don't want to lose that precious isk stop doing anything because they have no ammo left and no way to reload...
~~Possible Solution~~ Have a supply point hidden back behind the MCC where it can't be blown up... The team not defending their Supplys will still be at a disadvantage because they will have to run well back to reload and swap suits, but it wont be such an over the top advantage to the team that sneaks round blowing up everything.
Thanks for reading, hope there's something useful here, feel free to let me know or call me noob for bad ideas. |
Varjac Theobroma Montenegro
M.T.A.C Assault Operations Command Lokun Listamenn
29
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Posted - 2013.12.19 17:33:00 -
[2] - Quote
Derpty Derp wrote:
~ Turrets being mostly free war points
- 100 points for destroying, only 50 for capturing... So it's mostly just a race to see who can blow up the uncaptured ones (unless you aren't in a tank/High end dropship/carrying a forge gun.) After all if you do capture it, that's just 100 points for the other team when their tank comes along to blow it up.
~~Possible Solution~~ Increase turrets defenses to allow them a chance to fight back before being 3 hit (forcing people to use some teamwork and strategy to take them down without losing your tank... Also remove points for destroying neutral turrets (increasing the reward for capturing would just cause people to let the other team capture and then destroying them.)
Supply depo's all being destroyed
-I'm all for taking out the supply depo's and making it harder for the other team to ressuply, but when there's no supply depo left on the map vehicles become useless as you can't reload, not to mention it makes people who don't want to lose that precious isk stop doing anything because they have no ammo left and no way to reload...
~~Possible Solution~~ Have a supply point hidden back behind the MCC where it can't be blown up... The team not defending their Supplys will still be at a disadvantage because they will have to run well back to reload and swap suits, but it wont be such an over the top advantage to the team that sneaks round blowing up everything.
These are really good points and suggestions. I feel the turret idea may give the installation a point of being on the battlefield other than being a handicap. Is just waiting to be destroyed. Take out the AI, make them powerful, reduce the locations, and make them key features on certain maps.
And as for the depo, make something as mentioned above or provide nano hives that can service vehicles or create a vehicle module for the LAV that can resupply vehicles.
FAME
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