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NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:21:00 -
[1] - Quote
Atiim wrote: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. No to swarm buff, maybe 240 or 2t0 damage, but make it so each tier gets a 10% damage increase.... Oh and a proximity mine alarm IS NEEDED..........I will not lose a vehicle if im not moving fast...
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:24:00 -
[2] - Quote
Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:30:00 -
[3] - 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. Lol no.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
400
|
Posted - 2014.02.17 03:26:00 -
[4] - Quote
Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
400
|
Posted - 2014.02.17 03:38:00 -
[5] - Quote
True Adamance wrote:NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Indeed its a valid concern. No other game with vehicles requires the main cannon to be manned by a secondary play as it taks half the fun out of the shooter element of the game..... However even you must believe it is ridiculous to put such potent anti infantry weapons as the Large Blaster while we have 6000+ HP platforms to work off of, that not only move faster than infantry but also have massive damage resistances to our primary weaknesses. Nerf blasters, simple
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
401
|
Posted - 2014.02.17 03:55:00 -
[6] - Quote
Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay? Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!" @True I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth. In fact, I think it would make things more fun, social activities usually are. Would you rather fap or spend the evening with your gender of choice? Hey scrub, I said nerf blasters And not everyone in the world uses a solo pwnmode blaster turret
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
409
|
Posted - 2014.02.17 06:04:00 -
[7] - Quote
True Adamance wrote:NK Scout wrote: Nerf blasters, simple
We can now begin the "cleansing" if you know what I mean.
Hmmmm why not change the blaster to a heavy plasma cannon? Mmmmmmmmmm, id love that As soon as large missiles get at least a 3.50m splash radius and the 20 damage bug for missiles and plc gets fixed.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
410
|
Posted - 2014.02.17 07:58:00 -
[8] - Quote
Lorhak Gannarsein wrote:First, I'm glad I see you're not banned; something someone said in 'DevHangout' the other day suggested as much. Anyway, into business.
So I've done a bit of raging/trolling (xD) recently, through which I've made my positions known. First off, I'm perfectly happy with the balance at the moment (in the sense that the shoe's now on the other foot) and while I'm expecting a nerf, I'm damn well going to enjoy it while it lasts.
Your points I agree with to some extent.
1. Ammunition reserves are actually not too high in HAVs at the moment; I often fit an ammunition module because they're free and because I often run dry otherwise. Now, I run a Gunnlogi so I have the slots to do it. Should base capacity be reduced, I'd want my complex ammo cache to be buffed to give me the same capacity that I have now. I'd also want many more supply depots scattered around the maps. Something in the order of two in every redline, for example. I'd also want their HP buffed to CRU levels, and the recall function changed to be less convenient (doubling the hack timer would work wonders here).
2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
3. Yep, and remove damage mod stacking too, because otherwise tanking will revolve around nothing but gank.
4. Swarms need a buff, I don't mind your suggestions.
5. Rather than buffing PLC damage, I honestly would prefer an increase to magazine size to about 3. It seems like the thing that cripples it is the reload times, rather than the firing mechanics, which can be for around with requisite practice and skill.
6. I'm in the other direction on Proxes. I would prefer buffing damage and radius rather than remove the indicator. Otherwise one can just drop six in the same spot and gib someone. There are quite a few roads that always have heavy traffic so it's not really even a 'skill' weapon to use. I don't think that proxes should be an independent AV weapon. Rather, I'd prefer them as a supplement and as a way to control movement.
7. Leave RE carried amount as is, give them a buff to HAV damage. 30% would I think allow STD REs laid on the road to kill an unfitted tank. Give them 30% automatic critical damage when laid on a hull. So a total of (1500*1.3*1.3) will destroy an unhardened HAV with two remotes.
Anyway, these are my thoughts, make of them what you will.
P.S. don't buff forges. They'll be OP as fuck. So basiclu make vehicles annoying to use if some noob had c4?
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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