1st Lieutenant Tiberius wrote:They need to be less of a supercharged AR and more of a tank turret, low ROF high damage and actually takes some skill to hit infantry. I have to agree that having a huge AR that does 130 DMG per shot on a tank that has waves of invulnerability is kind of... Off.
I say increase the damage, lower the ROF Significantly and make it a short-medium range ballistic turret made to **** up tanks and, IF the pilot is skilled enough, able to take out infantry with well placed shots as well.
Then fix the small rails and make it the infantry killer and maybe a feature where a small turret on a tank can be disabled (or damaged enough that the operator dies and the turret is unusable) this will allow the small turrets to decimate the infantry but have a counter that does not include blowing up the tank its stuck on.
Seems like we have two possible approaches.
Either make all small turrets AI with some versions being very weak AV (missiles and rails) and all big turrets into AV with skillshot infantry kills. So tanks
have to use extra turrets with additional gunners to murder infantry, while LAVs are completely dominated by tanks. Though assault dropships have the advantage of being able to fly outside of the maximum angle of a tank's main turret, even if their weapons are all mostly AI.
Or make it weapon type based - Rails are full AV, missiles are AV/AI (Personally, I'd think that missiles as AA would make more sense) and blasters are full AI. Which would mean that a tank can decide to go main AI (If the enemy has no tanks) and use secondary AV with additional gunners. Or an HAV can be fitted to go main AV, with AI as secondary. Either way, that would allow HAV drivers to customize to a single target type when going solo and would require a trio of operators to get full damage on both types of targets (On the assumption that a double small turret is comparable to a single big turret).
This would also mean that an LAV can actually be used as an anti-tank platform by combining a railgun with enough agility to avoid a tank's main turret.
The former requires all tanks to avoid infantry unless they work with multiple operators, which might be an interesting dynamic of segregation. The latter gives tanks more freedom in how they specialize and might be more to a tanker's tastes.
Either way, everyone agrees that a blaster should not murder tanks
and infantry.
Actually, there's a third approach - Keep small turrets as they are (With both AV and AI), but make ALL big turrets AV, which is kind of inconsistent.
By the way, how good are a secondary gunner's vertical angles of aim? I wonder if they have an easier time getting dropships at close range than the main turret.