Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
113
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Posted - 2014.01.16 17:30:00 -
[1] - Quote
Heinrich Jagerblitzen wrote: b) Strongly disagree. Without getting into somewhat irrelevant real-world examples, there's really nothing wrong with a fast tank. And certainly given the fact that these are the tanks of the future, I see no reason to make them crawl like sitting ducks all the time. From a gameplay perspective, the current speed of tanks is annoying - but its not unmanageable.
There IS a problem with drive shaft reversals at those speeds. Without getting into somewhat irrelevant real-world examples of my decade of operational experience in aircraft carrier and submarine engine rooms, I can say that the torque would snap any super galactic space shaft with the way tanks alternate forward and reverse currently in DUST.
There should be a counter every time a particular tank reaches a speed threshold that prevents it from reversing direction. The counter would start when the tank is stopped or at a very low speed. What would that do? It would prevent tanks from outmaneuvering freakin scouts in close quarters. If tanks were that good, why even manufacture dropsuits? I'd put my R&D into tank control point hacking mods instead.
If this isn't a good idea, and since we are hitting the "I Believe Button", why aren't dropsuits of the future equipped with magnetic devices that alter the trajectory of large caliber rounds away from them? From a gameplay standpoint, that would mean tanks would need to shoot infantry with anti-infantry weapons (go figure). I think it makes zero sense that the best anti-infantry weapon is the best anti-vehicle weapon. Maybe that feature could be unique to small and/or medium suits and only applicable over a certain distance (say 15-20 meters?), but I think it would add some balance and strategy into the current gameplay.
Enlightened Indoctrination Blog
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Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
114
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Posted - 2014.01.16 17:44:00 -
[2] - Quote
Fox Gaden wrote: I think the range nerf will actually make the Swarm Launcher more fun once they are made a bit more effective. The lock-on time made the challenge of using it to survive while getting the lock, rather than aiming skill, and getting the lock from a sniper nest was not too much of a challenge.
Why does there have to be just one missile launcher in the game? Can't there be a long-range low DPS missile and a high DPS short range (possibly unguided) missile?
Enlightened Indoctrination Blog
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