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pegasis prime
BIG BAD W0LVES
1471
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Posted - 2013.12.21 19:31:00 -
[1] - Quote
first off id like to say that all comments I shall be making are referring to std vehicles not mlt vehicles.
Right now thats out the way id like to start by saying vehicles in this game are actually quite fun and accessible now from lavs to dropships and tanks not only are they accessible but also effective investments on the battlefield at std level. im going to give my honest feed back regarding each class of vehicle since the release of 1.7 .
Dropships Feedback - Dropships iv found to be quite fun this build as I can easily fit crus and scanners on both myrons and grimises along with different combinations of hardeners and reps, not only is it fun to pilot dropships and ferry your squad mates round the map scouting out targets etc, but it is also rewarding i.e. vehicle transport/scanning assists that if coupled with a good ground squad will make your piloting ventures both gainful but also really fun.
Dropships Request - there are 2 things in mind when it comes to dropships that I can say would really improve them ,
1) Team spawn points for mobile crus- yes it would have to be a low amount like 5wp for every spawn as the mobile spawn point has a potential limitless spawn count.
2) cloaking mods or black ops transport dropships - enough said really
Lav's feedback - Lavs like most other builds fell a bit light and easy to roll but still fun to drive ferrying folk in and out of hot zones, a well fit lav can withstand an onslaught of damage but a badly fit one will pop to 3 std avnades so I feel they are working as intended , I can still get the odd roadkill or two if I time my nitro right . lavs on the whole do feel like they are of use when put in the hands of someone who knows how to fit them , and can be a vital tool for ground surveillance with the active scanner its awesome and can really help your squad and you guessed it vehicle scan assists get you those wp
Lavs request - There is one thing that bugs me about my lavs and its the lack of a logistics class , now if it is implemented I think it should have what can only be described as an inbuilt triage Nano hive with say a 10 m radius , that not only supplies armour or shield regeneration but also supplies ammo to dropsuits and vehicles a like , this would hopefully also be implemented along with the appropriate wp.
Havs Feedback- Tanks this build fell a whole lot more fun to drive and really viable if you know what your doing, now there is a plenty of time to take me down and playing to the waves of opportunity gameplay you wanted , where as if I run 2 complex few problems I see round HAVS and there mostly down to shield hardeners not the individual hardener themselves but stacking them, now if I run 1 complex shield hardener I get 30 seconds on time and 42 seconds down dime giving any av shield hardeners I get 1 minute of 60% resist and 12 seconds cool down to the next cycle giving almost no opportunity for the infantry to retaliate .... this is a problem as this style of shield tanking goes against the waves of opportunity , don't get me started on 3 hardener tanks , The top speed of HAVs in my opinion is a little too high I would reduce it by about maybe 15% the acceleration is fine but the top speed is a little too high for supposedly heavy vehicles.
Requests- To fix the problems I see in havs I think there should be fitting limits when it comes to fitting things like shield hardeners such as you can only fit one at a time i.e. 1 hardener at a time period this would fall in line with the waves of opportunity you wanted to create , it would also end allot of the complaints about unkillable tanks I would also request a top speed nerf of 15% all round on havs this would make them feel more tanky in my opinion.
im not going to comment on the turrets as I actually like them as they are pos maybe a 10% damage reduction and 5% drop in fire rate for rails but that would be about all.
Its gone from suck .....to blow
level 1 forum warrior
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Cosgar
ParagonX
8953
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Posted - 2013.12.22 03:13:00 -
[2] - Quote
LAVs are in the same boat scouts are. They exist, but there's nothing special about them to warrant using one over a HAV. I think they should be better at killing infantry (with their turret) and fill an EWAR/tackling role for utility against HAV or any future vehicles. Stasis webs, disruptors to mess with resistance modules, target painters to give weapons damage bonuses could go a long way in giving LAVs a place on the field.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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pegasis prime
BIG BAD W0LVES
1477
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Posted - 2013.12.22 11:33:00 -
[3] - Quote
Cosgar wrote:LAVs are in the same boat scouts are. They exist, but there's nothing special about them to warrant using one over a HAV. I think they should be better at killing infantry (with their turret) and fill an EWAR/tackling role for utility against HAV or any future vehicles. Stasis webs, disruptors to mess with resistance modules, target painters to give weapons damage bonuses could go a long way in giving LAVs a place on the field.
dude I love my std saga with scanner and shieldhardner I norm run blasters or missiles on my lavs but some of my gunners like rails. I like your ideas however.
Its gone from suck .....to blow
level 1 forum warrior
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Charlie Barkin
KILL-EM-QUICK RISE of LEGION
21
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Posted - 2013.12.22 11:42:00 -
[4] - Quote
I'd like to add that when you exit a vehicle there is a highlighted area that you can select so when you spawn or exit the vehicle you are not being thrust out in some random direction.
Kinda like how the bunkers worked in MAG. I really hate pulling up on an infantry only to get out of the vehicle on the wrong side and then die because the game decided me to exit the vehicle where it couldn't cover me from fire. |
Draco Cerberus
BurgezzE.T.F Public Disorder.
624
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Posted - 2013.12.22 15:12:00 -
[5] - Quote
Charlie Barkin wrote:I'd like to add that when you exit a vehicle there is a highlighted area that you can select so when you spawn or exit the vehicle you are not being thrust out in some random direction.
Kinda like how the bunkers worked in MAG. I really hate pulling up on an infantry only to get out of the vehicle on the wrong side and then die because the game decided me to exit the vehicle where it couldn't cover me from fire. Ah but it isn't a random direction. You can prove this to yourself by using the mark the spot on a piece of paper technique. You should be getting out where you got in, so if you get in to the vehicle in the front then try to jihad it, don't jump out you will run yourself over.
LogiGod earns his pips
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Cosgar
ParagonX
8969
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Posted - 2013.12.22 15:16:00 -
[6] - Quote
Forgot to add that hardeners should affect the driver, passenger and gunner too.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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pegasis prime
BIG BAD W0LVES
1487
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Posted - 2013.12.23 02:12:00 -
[7] - Quote
Cosgar wrote:Forgot to add that hardeners should affect the driver, passenger and gunner too.
iv always wondered why the vehicles shields don't protect the driver or passengers .
Its gone from suck .....to blow
level 1 forum warrior
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Alena Ventrallis
The Neutral Zone
353
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Posted - 2013.12.23 02:21:00 -
[8] - Quote
LAVs need some love. Perhaps give them
1. Shield/armor covers driver and passenger at least. A turret should kill a LAV by destroying it, not popping the driver.
2. Give them a damage boost to turrets. Like 2% per level of LAVs. Make them hit hard and fast, and die fast if mishandled.
3. Small blasters need dispersion. Keeping needle accurate machine gun shots on a moving target, while moving, is next to impossible. |
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