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Sophie DV
Mind Games For Party Animals
13
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Posted - 2014.01.09 20:05:00 -
[1] - Quote
Greetings forum-ers,
Having gone back to playing ambushes after a long period of straight Faction Warfare, i'm pretty unhappy with the onesidedness that happens when one team calls in a large number of vehicles in an ambush (to the point where if the other team tries to call in any, it's lucky to survive long enough to hit the ground).
I propose some sort of active vehicle limit, something along the lines of 2 LAVs, 2 Derpships (one assault+one normal or two normal) and 1 HAV per team. It would stop the more extreme cases of one side absolutely rolling another and promote better team dynamics (e.g. do we escort the tank, or let it do it's own thing at a higher risk?). I've found that kind of gameplay to be more enjoyable overall.
Thoughts? Opinions? Other suggestions to balance the average ambush?
(The only other thing i can think of would be to make squads of 3 or more go to one set of games, and solo/buddy-players to another set, but that's just a passing thought)
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Tonka Legacy
THIRD EARTH INCORPORATED Dark Taboo
30
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Posted - 2014.01.09 21:47:00 -
[2] - Quote
Yes. Make ambush tolerable again. or make ambush matches in cities all the time. I don't care. I'm just tired of seeing so much tanks. If there are so much tanks out, I can never find infantry. (No pun/witty remark today from me, i'm feeling less crazy today)
Why does my shotgun shoot confetti? Its like I'm throwing parties for my victims.
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MINA Longstrike
2Shitz 1Giggle
200
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Posted - 2014.01.09 21:59:00 -
[3] - Quote
The 'problem' has little to do with vehicle limits and more to do with cost of militia / std tanks and refusal of people to spec into *any* av. There's tons of places that you can toss down a nano hive and spam av grenades, swarms are still pretty good and breach or assault forges are still great. Proximities and remotes are nasty too.
The whining about tanks right now (especially in ambush) is just an 'I want to be able to ignore them because it sucks when things affect my gameplay" |
devonus durga
P.L.A.N. B
8
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Posted - 2014.01.09 22:19:00 -
[4] - Quote
Cost of militia tank< cost of time effort, so, and ask needed to kill them. A militia tank with hardeners can almost always survive even an advance swarm or forge.
They move to fast, especially considering the nerfed range on av ATM. You need at least 3 people running some kind of av to kill a tank, who promptly get chewed up by infantry, or mowed down by the other 2-3 blaster tanks your not targeting. |
Sophie DV
Mind Games For Party Animals
13
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Posted - 2014.01.09 23:39:00 -
[5] - Quote
Well, what about a 50-75% speed reduction when any module (except for maybe the scanner) is active? I think it would emphasize the intended gameplay mechanics.
And i'm not whining about the OP-ness of tanks, in fact, i'm decently happy with the balance; my gripe is that it gets to a point where half the players on one team are in vehicles and it's destroying any decent ratio of vehicles to AV to infantry, etc.
I have an alt that is specced into tanks, and i'm a big fan of dropships (which are actually playable right now, they -feel- balanced enough - Thanks CCP!) and LAVs are being used in mostly practical senses these days; so yes, i'm not saying the vehicles themselves need more direct nerfing.
HOWEVER - the problem remains that for the manpower (1 person = 1 tank) and the cost (I think tanks need to start at a higher cost; militia grade tanks, which are what gets spammed alot, are about 50% the price of your average proto infantry fit) there is just too much reason for EVERYONE to hop in a tank at the start of an ambush.
So the logic behind my original post is just that we need less vehicles in ambush overall.
So i pose this question to you guys; What would you do differently in an ambush if you knew that each team could only field 1 tank and one assault dropship?
I think more convoy-centric gameplay would emerge, perhaps? |
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