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GLOBAL RAGE
Consolidated Dust
10
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Posted - 2014.01.11 15:40:00 -
[91] - Quote
Atiim wrote:Aizen Intiki wrote:Reported for being a douche trying to troll people. I'm not even trolling. It's been over 6 months and I have yet to actually see a decent answer to the question at hand.
73 EASTING
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Soraya Xel
The Corporate Raiders Top Men.
1061
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Posted - 2014.01.11 18:11:00 -
[92] - Quote
Takron Nistrom wrote:So by your reasoning, tanks should be as easy to kill as a dropsuit. That is the worst thing I have ever heard and you should feel bad. That sounds like an arguement to just get rid of vehicles. If they are just as easy, why have them. Plus then we need to nerf the heavies according to your statement.
Why should there exist a class in the game that serves no practical battlefield role except to make you near invincible? It's bad game design. We're trying to figure out how tanks should have a real role that makes tankers actually face real risk in a game where you're supposed to die. If you aren't losing your suit regularly, you should be either nerfed or removed from the game. I lost about 60 suits last night, how many tanks did you go through?
It's the worst thing you ever heard because you believe that, by deciding to be a tanker, you should always be harder to kill than other players, even though that's an incredibly unfair game mechanic. Shouldn't we all be tankers then?
I'd like to be your CPM1 candidate
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Henchmen21
Planet Express LLC
386
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Posted - 2014.01.11 18:30:00 -
[93] - Quote
Leonid Tybalt wrote:Atiim wrote:Aizen Intiki wrote:Reported for being a douche trying to troll people. I'm not even trolling. It's been over 6 months and I have yet to actually see a decent answer to the question at hand. Because it's stupid. A good tank costs a LOT more than a couple of av grenadea carried by one infantryman. They even tend to cost more than a proto heavy suit with a proto forge gun. Also, real world infantry rarely "solo kill" real world tanks. Then why should sci-fi infantry "solo kill" sci-fi tanks?
Lai Dai AV nades cost 23,610 isk on their own, nearly as much as a large standard rail turret. That's just one piece of equipment on a suit that's going to die 2-4 times trying to kill a MLT tank. In the real world RPG's and ATGM take out tanks all the time.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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R F Gyro
Clones 4u
983
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Posted - 2014.01.11 18:37:00 -
[94] - Quote
Takron Nistrom wrote:R F Gyro wrote:You haven't actually made any argument at all there.
Any one player in the game can generally solo kill any other player. Why should it be different with tanks? So by your reasoning, tanks should be as easy to kill as a dropsuit. That is the worst thing I have ever heard and you should feel bad. That sounds like an arguement to just get rid of vehicles. If they are just as easy, why have them. Plus then we need to nerf the heavies according to your statement. Unsound logic my friend.
Why would it be an argument for getting rid of vehicles? If I said "logistics suits should be about as easy to kill as assault suits", would that be an argument for getting rid of logistics suits?
Your argument about heavies doesn't stack up either: heavies have more HP, but are slower which means you can dictate range on them. They aren't significantly harder to kill than other suit types.
To be honest, if "difficult to kill" is your prime concern then I'm happy for solo tanks to have massive EHP. However, in that case they'd need to be slow and have HMG-class weapons only. Pick any one attribute to excel in, the others should be average, and there must be a weakness to balance the excellence. Expecting tanks to excel in every area and for the game to be balanced is just silly.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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zDemoncake
Horizons' Edge
29
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Posted - 2014.01.11 18:49:00 -
[95] - Quote
Skip to 0:40
I looked back on it and I found it humorous.
CEO of Horizons' Edge mercenary division
Don't let me into my zone.
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ugg reset
Molon Labe. Public Disorder.
438
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Posted - 2014.01.11 19:10:00 -
[96] - Quote
no one says they shouldn't. i should just take a really long time to do so with militia/STD and a moderately long time with high end gear.
Thr33 is the magic number.
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Spkr4theDead
Red Star. EoN.
1663
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Posted - 2014.01.11 19:21:00 -
[97] - Quote
Atiim wrote:Title is Self-Explanatory Also: Atiim wrote:Please attempt to keep this constructive, as I don't want another troll thread being made out of this.
-HAND. LOL
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1663
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Posted - 2014.01.11 19:22:00 -
[98] - Quote
SGT NOVA STAR wrote:It was called chromosome, devs didn't like it, so they fixed it. Next. No, infantry didn't like it, so they had CCP change it.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Atiim
Living Like Larry Schwag
3336
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Posted - 2014.01.11 19:51:00 -
[99] - Quote
Leonid Tybalt wrote: Aside from having already crushed the old "javelin-argument" with my previous post, what makes you say that this is an infantry game? Got any proof of that?
I'd say that the very fact that the game even features drivable vehicles is proof enough that this IS NOT an infantry game.
Well, I think the fact that CCP labels DUST 514 as a First Person Shooter is enough proof that this is an infantry game.
Also, if this wasn't an infantry game, then CCP wouldn't have a hard cap on the amount of vehicles that can be on the field at once.
I'll go more in-depth about your rebuttal to my Javelin argument later, as I just woke up an hour ago and don't feel like doing any actual research right now
But I will leave you with this. This is a video-game, and not real life. You cannot mirror game mechanics based on real world mechanics (with a few exceptions of course, such as gravity).
Unless of course you want your tank to require an entire crew to pilot.
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Atiim
Living Like Larry Schwag
3336
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Posted - 2014.01.11 19:52:00 -
[100] - Quote
Are you going to at least attempt to answer the question?
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Atiim
Living Like Larry Schwag
3336
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Posted - 2014.01.11 19:54:00 -
[101] - Quote
Takahiro Kashuken wrote:I can solo vehicles with a breach FG I forgot that everyone has or should have a PRO heavy suit.
AV isn't, nor shouldn't be FORGE MASTER RACE.
It should be FG=/=SL=/=PLC
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Atiim
Living Like Larry Schwag
3336
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Posted - 2014.01.11 19:55:00 -
[102] - Quote
Glad to see that this thread is still constructive for the most part.
Maybe I'll actually accomplish something this time.
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Sirys Lyons
Tronhadar Free Guard Minmatar Republic
19
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Posted - 2014.01.11 20:08:00 -
[103] - Quote
Here's a try.
It's an ecosystem problem that is cropping up because all the pieces of the puzzle (still) aren't in place. We need infantry with effective AV weapons, and we need internally balanced vehicles. I'll explain.
Let's start with vehicles. Right now we have LAVs, which are rather vulnerable - you can be shot out of the vehicle and are (generally) not protected by the vehicles shields/armor if someone is aiming for you. This makes this vehicle a great scout vehicle, a great distraction, and useful for occasional, short period of infantry support. Which is about right. Kudos to CCP.
But then we jump immediately from that to the HAVs, which are intended to be far less vulnerable and far more powerful weapons - people should take real notice when there is a tank on the battlefield. Someone has to get through a few thousand EHP to get to you. And they are still fast, because otherwise infantry AV would be a huge problem in relation to intended cost/status of the vehicle. And they have a fast turning turret, because otherwise infantry AV would be a huge problem. And they fire quickly, because otherwise infantry AV would be a huge problem. Etc. In short, the tank is currently filling two roles on the field, and getting all the benefits of both! This is the issue.
In fact, we should have the MAVs, which should serve as infantry support. Capable of doing what tanks do now, but with less EHP, making them more of a shock/point-defense weapon. And given their increased firepower (think two small turrets) and their mobility, they should post a threat to tanks in pairs or combination with even one infantry AV.
And then we should have the HAVs - the genuine heavy hitters, which move slower, fire slower, and have slower turret rotation than they currently do. Capable of driving in with infantry, popping the MAV that was previously slowing everyone down, and making it possible to take the point.
As I put elsewhere:
Quote:And I guess my thought is that the "infantry support" role should be where the MAVs shine (in addition to making HAVs think very hard in groups of 2+). Harder to kill than an LAV, but without the Large turret of the HAV.
And the Large turret of the HAV should be primarily for LAV/MAV/HAV removal, doing little damage and generally being more difficult to use against infantry.
Boom. Vehicles fixed.
That would be "highly mobile armor" for scouting / light infantry support - LAV. Then "mobile armor" for infantry support / general purpose AV - MAV. And "heavy armor" for AV / infantry suppression (not total wipe-the-floor destruction) - HAV.
Two LAVs would be fast enough to kill an MAV, two MAVs an HAV, and HAVs would be a serious threat to LAVs, or MAVs, while posing a clear defense of an area to infantry (if the smaller turrets are in use...as is not the case on 80+% of the tanks currently).
--
So the answer to the question? Idiotic tankers should be able to be killed by infantry AV - even soloed. But tanks shouldn't be the immediate threat to infantry - MAVs should. And those should definitely see ADV/Proto AV as a real threat. Right now, tanks are the vehicular equivalent of a Heavy, put into battle because the Assault class is still being worked on. It comes with all that heavy-class CPU/PG and Shield/Armor, but it turns, fires, jumps, sprints like an Assault. It's OP, and it over-fills both its roles as a "killer" and a "heavy hitter". |
GET ATMESON
Dem Durrty Boyz Renegade Alliance
220
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Posted - 2014.01.11 20:20:00 -
[104] - Quote
For tanks MLT should be popped by solo av. STD tanks should use team work but only if its fitted right. Why not just have "ground swarms" for tanks and "sky swarms" for ADS? Having SW lock on to tanks and ADS it will take a while to balance out. Easier fix would be 2 different types of SW.
Open Beta Fed 16th. Scout fix + Heavy suits + Heavy guns = soonGäó
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Atiim
Living Like Larry Schwag
3337
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Posted - 2014.01.11 21:05:00 -
[105] - Quote
GET ATMESON wrote:For tanks MLT should be popped by solo av. STD tanks should use team work but only if its fitted right. Why not just have "ground swarms" for tanks and "sky swarms" for ADS? Having SW lock on to tanks and ADS it will take a while to balance out. Easier fix would be 2 different types of SW. So your suggesting another variant that has faster travel times?
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Atiim
Living Like Larry Schwag
3337
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Posted - 2014.01.11 21:08:00 -
[106] - Quote
Spkr4theDead wrote:SGT NOVA STAR wrote:It was called chromosome, devs didn't like it, so they fixed it. Next. No, infantry didn't like it, so they had CCP change it. Why do you hate infantry so much Spkr4TheDead?
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
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Sextus Hardcock
0uter.Heaven
194
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Posted - 2014.01.11 21:09:00 -
[107] - Quote
The amount of factors involved in AV vs V makes it an apples vs oranges discussion.
Tanks should be slower, with a slower turret rotation, less Ammo, while perhaps buffing defences imo (i.e. maintain or increase the MAVs defences while reducing its agility and offence vs infantry)
we do need MAVs to act as heavy infantry support and as something for the tank to kill.
MAVs should maintain strong defence against infantry weapons, but must be made less effective at killing infantry in order to balance it out
Part of the equation is the maps themselves, since although infantry can operate anywhere, tanks are limited by terrain/buildings. |
Cody Sietz
Bullet Cluster Legacy Rising
1947
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Posted - 2014.01.11 21:10:00 -
[108] - Quote
Cause the price is so high...oh wait...
Cause they are so hard to drive...oh wait...
Cause they aren't spamable...oh wait...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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MINA Longstrike
2Shitz 1Giggle
202
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Posted - 2014.01.11 21:58:00 -
[109] - Quote
Racro 01 Arifistan wrote:Denchlad 7 wrote:Irony of it is is that most people seem to want to go back to 1.6 Tanks and AV. Hmm. all ccp had to do from 1.6 was nerf down that there proto av damge and av nades. everything but proto AV was ifne. but oh no. vehciles got compeltley overhauled and the av nerfed happend ( av nerf is too heavy though give them extra 50 dmage on thes swarms and make it 200m lock range.)
5 minute recharge times on tanks are not 'fine'. Armor repairers being activated items while consistent with eve design is inconsistent with dust design - imagine if infantry had to sit behind cover with a module that has a long cooldown activated to recover armor. Furthermore the madrugar was *always* the consistently superior tank as it always had better resists and base hp and even without a repper it healed faster at a supply depot and it wouldn't lose 3/4 of its hp if rammed. 1.7 overall brought a *lot* of good changes because almost anything was better than 1.6 for infantry and vehicles both. |
MrShooter01
Storm Wind Strikeforce Caldari State
394
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Posted - 2014.01.11 22:00:00 -
[110] - Quote
So, one issue that seems to stand out is if an average tanker with average skills gets into a standard tank with standard modules, the other team has the choice of either letting it slaughter them, running from it at all times, or having a merc switch to AV.
One AV isn't going to cut it unless the AV player has godlike skill and manages to always be in the right place at the right time and has his proto forge/swarm aimed at the weakspot when all the hardeners die. Yeah right. More realistic situation is 2-3 average AV characters engaging this average tanker. Those 2-3 AV players are now toting around piddly little SMGs to defend themselves against the protobears on the other team, who had no need to switch to AV.
Tank dude is reducing the effective numbers of the other team just by existing, cause if the other team doesn't have multiple AV out to at least deter the tank they're going to have to live with an enemy impervious to small arms creating large areas of the map where they cant travel without getting melted.
What if we made it so tanks needed gunners? I'm not talking about a guy manning the dinky small turrets. I mean the main gun requiring a dedicated gunner, with the driver having zero control over the main turret. Give the driver control of the front mounted small turret if anything.
Maybe that could help even up the "teamwork imbalance" a bit. Change tanks from solopwnmobiles into something requiring at least minimal teamwork. Every tank on the field means a minimum of two people forced to work together on both teams, instead of just the AV guys. One less person on the tank's team shooting AV infantry in the face with a rail rifle. |
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True Adamance
Kameira Lodge Amarr Empire
5554
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Posted - 2014.01.11 22:25:00 -
[111] - Quote
MrShooter01 wrote:So, one issue that seems to stand out is if an average tanker with average skills gets into a standard tank with standard modules, the other team has the choice of either letting it slaughter them, running from it at all times, or having a merc switch to AV.
One AV isn't going to cut it unless the AV player has godlike skill and manages to always be in the right place at the right time and has his proto forge/swarm aimed at the weakspot when all the hardeners die. Yeah right. More realistic situation is 2-3 average AV characters engaging this average tanker. Those 2-3 AV players are now toting around piddly little SMGs to defend themselves against the protobears on the other team, who had no need to switch to AV.
Tank dude is reducing the effective numbers of the other team just by existing, cause if the other team doesn't have multiple AV out to at least deter the tank they're going to have to live with an enemy impervious to small arms creating large areas of the map where they cant travel without getting melted.
What if we made it so tanks needed gunners? I'm not talking about a guy manning the dinky small turrets. I mean the main gun requiring a dedicated gunner, with the driver having zero control over the main turret. Give the driver control of the front mounted small turret if anything.
Maybe that could help even up the "teamwork imbalance" a bit. Change tanks from solopwnmobiles into something requiring at least minimal teamwork. Every tank on the field means a minimum of two people forced to work together on both teams, instead of just the AV guys. One less person on the tank's team shooting AV infantry in the face with a rail rifle.
If you can balance a moderate level of effectiveness with AV, coupled with HAV staying power, coupled with a level of relative affordability, and at least requiring a moderate level of SP invested to have a useful and decent tank......then more power to you.
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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Sirys Lyons
Tronhadar Free Guard Minmatar Republic
26
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Posted - 2014.01.11 22:40:00 -
[112] - Quote
True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies. |
Atiim
Living Like Larry Schwag
3344
|
Posted - 2014.01.11 22:44:00 -
[113] - Quote
Sirys Lyons wrote:True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies. If tanks should be the primary answer to other tanks, then why have Infantry AV in the first place?
CoD ----->
<----- WoT
Please AR Scrubs and Tank Spammers, go to your respective games. Leave DUST alone!
|
Benjamin Ciscko
The Generals General Tso's Alliance
1180
|
Posted - 2014.01.11 22:45:00 -
[114] - Quote
True Adamance wrote:MrShooter01 wrote:So, one issue that seems to stand out is if an average tanker with average skills gets into a standard tank with standard modules, the other team has the choice of either letting it slaughter them, running from it at all times, or having a merc switch to AV.
One AV isn't going to cut it unless the AV player has godlike skill and manages to always be in the right place at the right time and has his proto forge/swarm aimed at the weakspot when all the hardeners die. Yeah right. More realistic situation is 2-3 average AV characters engaging this average tanker. Those 2-3 AV players are now toting around piddly little SMGs to defend themselves against the protobears on the other team, who had no need to switch to AV.
Tank dude is reducing the effective numbers of the other team just by existing, cause if the other team doesn't have multiple AV out to at least deter the tank they're going to have to live with an enemy impervious to small arms creating large areas of the map where they cant travel without getting melted.
What if we made it so tanks needed gunners? I'm not talking about a guy manning the dinky small turrets. I mean the main gun requiring a dedicated gunner, with the driver having zero control over the main turret. Give the driver control of the front mounted small turret if anything.
Maybe that could help even up the "teamwork imbalance" a bit. Change tanks from solopwnmobiles into something requiring at least minimal teamwork. Every tank on the field means a minimum of two people forced to work together on both teams, instead of just the AV guys. One less person on the tank's team shooting AV infantry in the face with a rail rifle. If you can balance a moderate level of effectiveness with AV, coupled with HAV staying power, coupled with a level of relative affordability, and at least requiring a moderate level of SP invested to have a useful and decent tank......then more power to you. That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them. Remember when you would laugh when you saw a militia tank because it was 95% of the time an easy kill now you are actually worried when you see one.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Benjamin Ciscko
The Generals General Tso's Alliance
1180
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Posted - 2014.01.11 22:46:00 -
[115] - Quote
Atiim wrote:Sirys Lyons wrote:True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies. If tanks should be the primary answer to other tanks, then why have Infantry AV in the first place? Why have tanks in the first place?
You also don't understand what he is saying atiim. He is saying MAV kill infantry HAV kill MAV.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Sirys Lyons
Tronhadar Free Guard Minmatar Republic
26
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Posted - 2014.01.11 22:46:00 -
[116] - Quote
Atiim wrote:Sirys Lyons wrote:True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies. If tanks should be the primary answer to other tanks, then why have Infantry AV in the first place?
To kill off LAVs, MAVs (what should be the main anti-infantry threats) and assist in the destruction of HAVs (that may be posing a serious threat to friendly LAVs and MAVs).
The whole ecosystem that the devs have created makes a very nice rochambeau relationship. The problem is that the ecosystem isn't in the game, and tanks are taking on way too much power as a result. |
True Adamance
Kameira Lodge Amarr Empire
5556
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Posted - 2014.01.11 22:54:00 -
[117] - Quote
Sirys Lyons wrote:True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies.
I've posted this in multiple threads but my ideal scenario would be to make Tanks the Tech II MAV.
MAV being designed to transport troops like the dropship but across the ground and support those troopers with a Medium Turret (in my Mind the current blaster turret is removed from Large Turret designation and nerfed slightly to produce the medium Blaster) being a faster vehicle with less total armour and bonuses to resistance modules.
Thus the MAV is designed to be a lightly armoured mobile troop transport and suppression vehicle with an anti infantry bent.
HAV turrets are then replaced with more or less main battle cannon weapons with high alpha, moderate splash damage, and small magazine sized to encourage skill shotting and not spamming rounds down range.
HAV are redesigned to deal directly and effectively with other vehicles on the map being the pinnacle of vehicle to vehicle combat on the ground at a high but reasonable and meaningful cost to the player in both ISK and SP making Spam of tanks less likely.
Lack of massively and ridiculous effective Anti Infantry killing turrets like the Large Blaster means any infantry kills are the result of a well placed shot not just 30 rounds in their general direction.
Also I never understood the role of HAV in dust, killing Infantry has been my role for a long time, but Tanks are designed to carry large ordinance and deliver it from behind solid armour and with reasonable mobility.....the rail gun essentially now is the only choice to really achieve that role.
LAV < MAV < HAV < Orbital Strike or Other HAV, or AV (but of course the balance between numbers must be first implemented)
just like in future I imagine
Dropship < Assault Dropship < Fighter < AV, HAV, or OB
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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Benjamin Ciscko
The Generals General Tso's Alliance
1180
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Posted - 2014.01.11 23:03:00 -
[118] - Quote
True Adamance wrote:Sirys Lyons wrote:True Adamance wrote:
That or a redesignation of the role of tanks making them designed to deal with other vehicles on the map at costs to infantry killing power, coupled with making small turrets effective enough to encourage/ make worthwhile for tankers to want an Anti Infantry gunner to cover them.
That's exactly it. Tanks should be primarily AV, but they can't be because there is no MAV. There's just tanks, or buggies. I've posted this in multiple threads but my ideal scenario would be to make Tanks the Tech II MAV. MAV being designed to transport troops like the dropship but across the ground and support those troopers with a Medium Turret (in my Mind the current blaster turret is removed from Large Turret designation and nerfed slightly to produce the medium Blaster) being a faster vehicle with less total armour and bonuses to resistance modules. Thus the MAV is designed to be a lightly armoured mobile troop transport and suppression vehicle with an anti infantry bent. HAV turrets are then replaced with more or less main battle cannon weapons with high alpha, moderate splash damage, and small magazine sized to encourage skill shotting and not spamming rounds down range. HAV are redesigned to deal directly and effectively with other vehicles on the map being the pinnacle of vehicle to vehicle combat on the ground at a high but reasonable and meaningful cost to the player in both ISK and SP making Spam of tanks less likely. Lack of massively and ridiculous effective Anti Infantry killing turrets like the Large Blaster means any infantry kills are the result of a well placed shot not just 30 rounds in their general direction. Also I never understood the role of HAV in dust, killing Infantry has been my role for a long time, but Tanks are designed to carry large ordinance and deliver it from behind solid armour and with reasonable mobility.....the rail gun essentially now is the only choice to really achieve that role. LAV < MAV < HAV < Orbital Strike or Other HAV, or AV (but of course the balance between numbers must be first implemented) just like in future I imagine Dropship < Assault Dropship < Fighter < AV, HAV, or OB In my mind, and feel free to point out any flaws in my reasoning, it would encourage escalation game play. LAV are used to quickly sweep to the points, MAV roll in carrying bigger guns and more infantry, tanks come in to deal with those MAV, and an OB will deal with that tank, or AV, or another Tank. You just made my mouth water. True Adamance for CPM1
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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True Adamance
Kameira Lodge Amarr Empire
5557
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Posted - 2014.01.11 23:04:00 -
[119] - Quote
Atiim wrote:Takahiro Kashuken wrote:I can solo vehicles with a breach FG I forgot that everyone has or should have a PRO heavy suit. AV isn't, nor shouldn't be FORGE MASTER RACE. It should be FG=/=SL=/=PLC 1 year into the game most people should....its not a big community....
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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Himiko Kuronaga
Fatal Absolution Covert Intervention
2728
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Posted - 2014.01.11 23:05:00 -
[120] - Quote
I solo tanks all the time with my forge gun.
It requires planning, positioning, and at least one good opening hit to its weak point. |
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