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PEW JACKSON
Dem Durrty Boyz Renegade Alliance
165
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Posted - 2014.01.06 11:14:00 -
[1] - Quote
Nitrobeacon wrote:I agree with most parts, but to add to this, I don't think that cycling hardeners is a big issue. First of all, doing so in a Gunnlogi requires 3 hardeners, only one of which will be used out of the three, so a Gunnlogi who uses all of their modules instead of "cycling about 1 out of 3 high slots" will utterly destroy the cycling tank, so for Gunnlogies I don't recall this an issue.
Armor tankers only need 2 hardeners to cycle, but then again a guy who activates all hardeners has better survivability against another tank.
To be honest cycling is just a very risky move, you are vulnerable to tank to tank 1 v 1s as he likely used both his armor hardeners while you are using 1 out of 3/2
Also cycling adds to tactics of the gameplay, cycling is used when you need constant toughness, while 2 hardeners all tanked up is used for a more "I really need to take hits right now, there's two tanks over there". It makes one require a knowledge of the surroundings, and decide whether they need to take small hits via cycling or critical hits through dual hardening.
Learned something new .
I run dual hardeners and a booster. Would having both hardeners active give me more ehp than to use 1 then my booster to cycle the other?
Dead on the ground.... Think I made a wrong turn :/
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PEW JACKSON
Dem Durrty Boyz Renegade Alliance
165
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Posted - 2014.01.06 11:28:00 -
[2] - Quote
@ OP, do you think WP for AV would help the problem with tanks?
In concept I think it's the same as 4 guys with mlt repair tools on a heavy. Solo the heavy will die due to concentrated fire and week reps. 1 repairer and he has a little boost to his effectiveness. Add 4 mlt repair tools, and that heavy will start wrecking face.
I think the problem is AV spreading themselves too thin. I understand the disparity between needing 1 pilot, but 2-4 to deal with him. Wouldn't it be easier to give AV more incentive to group up?
35 WP for every 1000 ehp dmg dealt to enemy installations and vehicles. Even if no tanks die, players will run av more because of the WP payout and now the potential kill shot that they may get.
I've run AV squads before and there's not much incentive for me to do so other than having little to show for it.
I've been in squads running dual breach forges that completely wrecked tank squads. Same with dual proto swarms & flux combo. Reason we don't see more of this? They don't make much of a profit.
Vehicles can now profit with their roles. How about we do the same for the counter.
Dead on the ground.... Think I made a wrong turn :/
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PEW JACKSON
Dem Durrty Boyz Renegade Alliance
169
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Posted - 2014.01.06 11:41:00 -
[3] - Quote
Justicar Karnellia wrote:
Hey there - thanks for reading the long post and replying. I think your suggestion is a valid one, and if I remember correctly, CCP wolfman stated that is something he wanted to get onto the cards - getting WP as a reward for damaging a vehicle, even if you don't outright kill it will surely force more people to run AV fits, as long as it's implemented to avoid WP-farming.
I think it won't address the entire problem though - with more people running AV fits there is the chance that two or more AV users are in the vicinity of a HAV which is usually enough to neutralise it, if not outright destroy it if they sync themselves correctly BUT it still won't address the zero-sum game. If it still takes more than one infantry AV to destroy a HAV, a tank will do a much better job, and lets not forget the tank is completely viable against infantry, which is not the case for an AV infantry user.
I think swarms should get a 30 dmg per missile buff along with a 100% speed buff. It'd be a big number if I had to count all the times tanks survived being out in the open due to slow swarms.... Target sighted, target locked, proceeds to fire 3 volleys. Tank gets hit by 1 and makes it to cover before the third hits due to slow swarm speed.
Dead on the ground.... Think I made a wrong turn :/
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