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Atiim
Living Like Larry Schwag
4729
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Posted - 2014.02.16 23:20:00 -
[1] - Quote
Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too.
Free from any parody or trolling:
Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have?
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots.
No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite.
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well.
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives)
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND
PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Atiim
Living Like Larry Schwag
4729
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Posted - 2014.02.16 23:24:00 -
[2] - Quote
Low quality bait.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Atiim
Living Like Larry Schwag
4736
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Posted - 2014.02.16 23:50:00 -
[3] - Quote
Thoughts? Concerns?
Anyone?
My .02 ISK on V/AV
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Atiim
Living Like Larry Schwag
4736
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Posted - 2014.02.16 23:57:00 -
[4] - Quote
True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really?
I thought an alarm system, flares, and countermeasures benifited pilots as well.
Anything I should add in?
My .02 ISK on V/AV
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Atiim
Living Like Larry Schwag
4766
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Posted - 2014.02.17 15:33:00 -
[5] - Quote
A lot of constructive feedback here.
Great :)
My .02 ISK on V/AV
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Atiim
Living Like Larry Schwag
4770
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Posted - 2014.02.17 16:35:00 -
[6] - Quote
Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights.
Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead.
My .02 ISK on V/AV
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Atiim
Living Like Larry Schwag
4884
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Posted - 2014.02.20 21:59:00 -
[7] - Quote
True Adamance wrote:Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models.
This is what most QQing AVers don't consider.
As it see it
LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP
MAV- Infantry Support, the link between infantry and vehicles. Medium Turrets, or Utility Vehicles. Medium ISK, Medium SP
HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP I'm pretty sure that MAVs and other LAV variants would be balanced around the buffed AV model, akin to how If CCP ever introduced ADV/PRO vehicles, AV would be buffed around the new model.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4884
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Posted - 2014.02.20 22:03:00 -
[8] - Quote
Samuel Zelik wrote: I haven't read most of the posts in this thread, but I'll comment in the familiar areas.
PLC ammo capacity is fine. Proposed direct damage increase seems a bit high considering splash, too. Would rather see 1000/1250/1500, or 1000,1375,1750 max. It won't be OP, but I don't think it's right just to buff direct damage and have splash be completely not proportional.
Wasn't aware of the alarm system; still manage to kill tanks with them. I'm seeing a large number of maps where it's hard/not possible to see the PEs, especially the night maps. PEs hurt the most when a person doesn't expect them. Even in predictible patterns, PEs can be placed unpredictably.
REs are fine. They're not just AV; there's also AI to consider. You sorta made me giggle when you said Logis were the only ones who can create a reliable RE trap.
Yes, but even if they are placed in a spot that you would least expect, they can't be placed where I can't drive. If anyone is looking at the ground, they will never die to them.
Unless your friend drops a Nanohive or you are next to a Supply Depot, they are the only ones who can create a reliable trap.
It takes more than 3-4 to kill an HAV, and if you need 2+ people then it is not reliable.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4886
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Posted - 2014.02.20 22:10:00 -
[9] - Quote
True Adamance wrote:Then CCP needs to set AV damage models permanently. And balance vehicles properly around them.
What I fear from direct AV buffs is not anything regarding my HAV, but regarding how the current, and new, smaller frame vehicles will be able to operate, and be balanced.
That and logically speaking for every AV buff you must scale up the large blaster damage models, as it makes no sense for smaller weapon to do more damage than large vehicle mounter counter parts....
Oh and down with the Large Blaster! As it stands, a fitted STD LAV can sit through AV fire whilst still managing to eat a few kills. If newer LAVs are anything like the Logistics LAV, then there won't be much to worry about.
I've yet to see an AV counterpart of the Blaster Turret, but the only way an 80GJ Blaster buff would be balanced is if you were to increase dispersion and decrease the RPM
Also, AV weapons are high alpha, while 20/80GJ Blasters are machine guns. Why wouldn't it make sense?
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4886
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Posted - 2014.02.20 22:15:00 -
[10] - Quote
Godin Thekiller wrote:lol, why you idiots keep on asking for more tiers? That would further break the system. It's bad to go deeper in a hole; it's better to dig yourself out. Key word: IF
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4890
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Posted - 2014.02.20 22:19:00 -
[11] - Quote
Alpha 443-6732 wrote:another clich+¬, low quality like farm thread, courtesy of atiim
ccp will do what they will, reposting ideas with your signature on them is a waste of time Thank you for you clear, and straightforward contribution to the discussion at hand.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4890
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Posted - 2014.02.20 22:22:00 -
[12] - Quote
hgghyujh wrote:id rather see plc get 2rnds per clip. The damage buff to swarm is a bit much, instead I'd like to see a return of the dumb fire. I,m ok with REs the way they are but PEs do need some love. My idea for the Plasma Cannon would be to create two different variants.
The Vanilla variant, would be the PLC we have now, but with a 3 round clip.
The Assault variant would have 2 rounds, but significantly lower spool and travel time.
The Breach would include the OP's damage model, but keep the 1 round clip.
Hows that sound?
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4895
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Posted - 2014.02.21 00:34:00 -
[13] - Quote
Joseph Ridgeson wrote:I disagree that Proximity Explosives should have no early detection. Beeping should stay. It creates a duality between the Proximity and Remotes. One is leave and forget while the other has to be paid attention to. The beeping only happens at a fairly close range and when going at near full speed you cannot stop in time.
I disagree with Remotes being able to have more active. Equipment doesn't work that way. I can carry a Nanohive that has 2 uses but only 1 can be active. Ditto for Uplinks.
If the beeping is not being removed, then the damage needs to be increased. While the beeping may happen at a close range, it still isn't that hard to stop even when at full speed.
If a pilot is good, it is almost impossible to kill them with Remote Explosives, and if you allow yourself to be hit by Proximities, then you deserve a beating.
I'm not asking for Max. Active to be increased, but Max Carried. The Max. Carried should never be less than Max.
((I removed the other part of the post as it's much easier for me while I'm using my Tablet, but I do agree with them nonetheless.))
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4895
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Posted - 2014.02.21 00:39:00 -
[14] - Quote
Ludvig Enraga wrote:I liked that other short and sweet thread: choose 2 of 3: 1) speed 2) armor 3) damage but you can't have all 3. this woulda fixed tanks pretty good.
I also had this old idea that different turrets should be good at different things e.g. missiles are good against infantry and not much else, blasters are good against tanks and installations and have a high turret turning rate but have a very short range, and rails are good at hitting DS and can deal weak damage to armor and installations but have a very slow turret turning rate. It wouldn't really make sense for Railguns to deal weak damage to Armor.
Railgun Turrets are part of the (Hybrid - Railgun) category, which has a +10% Damage bonus towards Armor.
More info here.
As for your other idea, I believe Blasters should excel against infantry, Missiles should be the "Jack Of All Trades" turret, and Railguns should be the go-to choice for AV.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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