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.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
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.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
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.
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.
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.
1: No, prices are fine, for MLT anyways. Nerf em', and the MLT modules, and STD and enhanced ones, and less problems will occour.
2: No they are not too fast. webs need to come in.
3: lolno. EWAR (which includes webs) is the solution, not that. we've passed that point of failure in engineering in New Eden, where our **** doesn't break until it breaks.
4: Agreed. Would be much cooler that way anyways. I would love to see myself climbing into a pod.
5: Firing arc for PLC is fine, and PLC is also a AI weapon (arguably more so than a AV weapon). Doesn't mean it needs work, just that isn't how to fix it. proxy mines can go up to 2k damage, but the detector needs to stay. Half the time they don't show up when scanned down, and the sound is quite low when fighting. Most of the time, I see them before I hear them.
6: No, that's stupid. Rather, it should be a instant timer, and a RDV picks it up. Once picked up, if there is a cooldown on a module, the vehicle can't be called back until it's done. once the cooldown is gone, it will repair the shields and the armor up to 100HP/s or anything higher if the repper can do so. If you have multiple hulls of the same fit, you can call in those. That works far better.
7:AV weapons are fine. People is just still used to easy mode, and doesn't want to change from that. stop sitting still, go a pair, and chase that ****** down.