Prius Vecht wrote:Only the most tanker homer guys and lovers of 'I win' buttons can defend the current state of tank dominance. CCP u guys are apparently looking at the metrics and are aware of the problems. What vehicle issues are you looking to resolve in 1.8?
the vehicle issues as I see them are:
a) Tanks dont cost nearly enough compared to their raw power. A tank should be 3x the cost of a proto suit if its going to be anywhere near as powerful as they are now.
Probably true, I like that I can lose one and not go negative for the next 6 matches. I'd up the price but not to the insane levels it was at before.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
Going to disagree on this one, I think they're sufficiently fast considering some of the dowsides. For example Caldari HAVs are significantly slower than Armor, and Armor HAVs have a ****** ass turning radius.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
I'd be ok with something like this, but a 75% reduction to speed is excessive. I think it would be much better to give infantry the means to forcefully slow a tank down, but not have it tied to total damage.
d) The enter/exit animation is a glitch. lets do away with teleporting in and out of vehicles and add actual animations that people cant take advantage of in a gunfight or to abandon a tank about to explode. Especially mr pop-out-in-an-instant Heavy in his LAV.
Who gives a **** if you kill the pilot or not? I always go down with my tank unless I know I can hop out and finish off an enemy tank on foot. Destroying the tank is sufficient though, you've removed the immediate threat.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
You must be referring to Shield Boosters. Remember that shield boosters can only be used once in a while due to large cooldowns, and that the slow regeneration of an armor repairer is actually better in terms of total HP regenerated in the long run.
f) Too many AV weapons are crap. The plasma cannon has a silly firing arc and doesn't do nearly enough damage for a weapon that reloads after every shot. Prox mines dont do enough damage (they should start @ 2000 per) and every vehicle has a mine detector. Shouldnt that be a module? REs should stick to tanks.
Plasma Cannon needs a lot of work. Swarm Damage is fine but give it some more range. Forges are still highly effective with proper positioning. Remotes do stick to tanks as well as any other vehicle. AVers need to be less focused on asking for more damage, and more focused on asking for more tools to assist in vehicle destruction. Webifiers would be a good start.
g) You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
You can't recall a vehicle that is critically damage (on fire). Also in many cases I will fit a shield HAV with armor plates as part of a buffer, but with no way to repair it. Should I be penalized if I want to switch turrets, solely because my fit chooses to use armor that can't be repaired normally? The No-Recall if a vehicle has any damage is just not a good idea. I'm find with critical damage, but ANY damage? No.
As for an RDV coming to actually pick the vehicle up? That's reasonable.
h) AV was tuned badly. Swarms were taken down too much and AV grenades were too. Forges are the direct counter to vehicles and the hits should be devastating to them. Reduce grenade spam by making people equip grenades and then throw them with R1.
AV Grenades were out of control before, you could easily solo a tank using them. Swarm damage is much more reasonable now, but the range nerf should be reduced. Forge guns are devastating, especially Assault Forges. Use elevation! I **** my pants when I feel an assault forge hitting me from up high.