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ADAM-OF-EVE
Dead Man's Game
1040
|
Posted - 2014.02.19 19:05:00 -
[1] - Quote
a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
517
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Posted - 2014.02.19 19:19:00 -
[2] - Quote
I'm thinking the Magsec will help with this :)
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Knight Solitaire
Brutor Vanguard Minmatar Republic
235
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Posted - 2014.02.19 19:21:00 -
[3] - Quote
No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed.
Corp: Fatal Absolution
Alliance: General Tso's Alliance
Aim Assist = Persuers
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7317
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Posted - 2014.02.19 19:23:00 -
[4] - Quote
You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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ADAM-OF-EVE
Dead Man's Game
1040
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Posted - 2014.02.19 19:23:00 -
[5] - Quote
Knight Solitaire wrote:No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed.
this is precisely the point. in every other game av guy carries av weapon as a specialised piece of equipment meaning if he needs it he can go av but if not he can still be effective in combat. what dust has is balance which means av is not effective solo and anyone carrying it is not effective in normal combat either. this is the underlining issue with av
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1040
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Posted - 2014.02.19 19:26:00 -
[6] - Quote
True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV.
most av in rl which is effective in the ranges of dusts maps is man portable and carried as standard by multiple members of a squad
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Assault Chileanme
Molon Labe. General Tso's Alliance
48
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Posted - 2014.02.19 20:17:00 -
[7] - Quote
Knight Solitaire wrote:No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed. I agree that AVing should be it's own role, but at that point you get into the rock,paper,scissors circle. If infantry excel at taking out AV and AV is terrible at taking out infantry, then they need to excel at something else, which being AV you would think should be taking out Vehicles. At that point, the circle should continue so that if AV excels at taking out Vehicles, then vehicles should be terrible at taking out AV and instead excels at taking out infantry.
I know there are some problems with that circle, namely that AV and infantry are both infantry and so how would you make Vehicles strong against one and not the other. As it stands now though, people want AV to require teamwork, which would be fine if it were a secondary role, but to have it be a primary role you have to make it effective at that role or nobody will run it. As it stands now, AV have a terrible time defending themselves against other infantry with weapons designed to kill them, but they also have a pretty bad time defending themselves against vehicles that they are sacrificing all other capabilities to be able to take down.
Something's gotta give. Either make AV more powerful so that vehicles have a reason to fear it, or keep it week and make it a secondary role to at least keep it on the battlefield in some capacity. |
Pvt Numnutz
Black Phoenix Mercenaries
773
|
Posted - 2014.02.19 20:37:00 -
[8] - Quote
Av did this to themselves to be honest. Tower camping all the time, blowing up very expensive vehicles for pennies on the dollar from insane range. The tanks really went overboard tho. Anyway if every infantry had av, and from the sound of it you want them to be 1.6 strength then we should just remove vehicles now. There should be dedicated av, just like there are dedicated vehicle pilots (granted right now anyone can be a tanker) yes it needs to be stronger, or have more options, but not as strong as it was in 1.6. There was a justifiable argument from vehicle pilots that av was too strong. Let's not go there again. |
Johnny Guilt
Algintal Core
511
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Posted - 2014.02.19 20:46:00 -
[9] - Quote
Isn't AV secondary on commando suits? it's the only class i can think of that has the ability to be considered (2 light/sidearmslots). maybe rearange the heavy trees so commandos are the basic heavies and then branch out to the heavy sentential as prime AV and the another vareient of the commando tree with skil bonus.
A strange game.
The only winning move is
not to play.
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Bones McGavins
TacoCat Industries
507
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Posted - 2014.02.19 20:54:00 -
[10] - Quote
Lol commando could only fill this role is thy could use forge. Swarm and Plc are far too pathetic. Forge is the only decent AV. Allow dumb fire swarms that act like AV nades so they don't detonate unless hitting a vehicle or installation and maybe you have a solution. But swarms as is do not allow for legit AV |
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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
63
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Posted - 2014.02.19 20:56:00 -
[11] - Quote
Commando commando commando... Also, RE's. Try em. It only takes 3 to give a Madruger a severe case... Oh, dang, I can't think of a good punch line... Phooey. USE THEM! They're more effective than swarms, forges, or AV nades put together.
Sometimes I miss never seeing tanks in a battle... then I remember the mystical flying soma, and I can't help but smile.
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ADAM-OF-EVE
Dead Man's Game
1044
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Posted - 2014.02.19 20:59:00 -
[12] - Quote
Pvt Numnutz wrote:Av did this to themselves to be honest. Tower camping all the time, blowing up very expensive vehicles for pennies on the dollar from insane range. The tanks really went overboard tho. Anyway if every infantry had av, and from the sound of it you want them to be 1.6 strength then we should just remove vehicles now. There should be dedicated av, just like there are dedicated vehicle pilots (granted right now anyone can be a tanker) yes it needs to be stronger, or have more options, but not as strong as it was in 1.6. There was a justifiable argument from vehicle pilots that av was too strong. Let's not go there again.
you are missing the point i'm trying to make. you cannot be effective at av if you cannot defend yourself against anything and be weak against everything. fact is av while it is much needed when tanks are about is not needed when they are not and this leaves a huge imbalance as how can a av player afford to run with av gear just incase vehicles appear. most players are happy to just forget about tanks and hide while killing and with balance as it is that makes the av role pointless. its too expensive, fitting intensive and weak. this means that to roll with it all the time as a role is completely impractical and costly.
there needs to be a way for av to move with the battle regardless of if tanks or vehicles are about so that when they do appear players can react accordingly. its completely wrong to expect a player to take av and die stupid amounts of times when no vehicles are about so they can be ready to fulfill their role when there are. the same goes for why should players have to die before spawning in av gear.
fact is AV and assault should be working together. av players carries the av and assaults carry the ammo hives and when needed they support each other. this is the allround balance av needs in order to balance it with vehicles.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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low genius
The Sound Of Freedom Renegade Alliance
1257
|
Posted - 2014.02.19 21:00:00 -
[13] - Quote
I assume electronic warfare will be introduced as it's own 'role' |
ADAM-OF-EVE
Dead Man's Game
1044
|
Posted - 2014.02.19 21:16:00 -
[14] - Quote
there is a reason av in every other combat game is balanced and that is down to availability. its in no way effective by itself but if there are enough of you with it then it works. there is no way for av and i mean all av to become a role when there is not enough of it about. and with costs, fitting requirements and its inability to stand up against any other role there will always be a lack of it meaning the perception of op tanks or weak av.
the current build is based around many players using av to take out vehicles which would be fine if many players could live long enough to actually use it. other games get round this by creating classes similar to assaults with just a different set of equipment. with dust this should be a no brainer as we have so much customization but the problem is all that specialised equipment is a main weapon so in order to use it you have to give up your assault ability which for a medium frame is your life line.
last thing we need is for the lack of av use to make ccp buff av weapons to a point where now they are so good only a few need to use them and tanks are back to being stomped again and then the circle of buff nerf continuing. with having the ability to carry while not needing it there will always be av support somewhere so we are at a better place for this whole team effort taking out tanks.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Emperor1349
Molon Labe. General Tso's Alliance
24
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Posted - 2014.02.19 21:25:00 -
[15] - Quote
A big problem also is, like people giving up on the fight and retreating to the red line, people giving up on all av, even talking **** when I pull out my av suit. It takes multiple people, I think vehicles are in a good place just need to slow down a bit (If they are at 1% hp, It's kind of ridiculous they can escape at top speed). The nerf to AV was not necessary if vehicles were getting buffed.
As I was saying though, Tanks are in a good place so a lot of people are using them, AV is in a rough spot, so a lot of cowards abandon it all together. Last night in the few matches I played we destroyed all HAVs that entered the fight (**** you redline rail tanks), if you have a squad who can put their big boy pants on, work together and concentrate AV fire, it's not as bad as it seems. You can avoid a total stomp, usually tanks are about like snipers, only good for k/d, annoying, but they cant win the match alone.
When everyone and their grandma are using the same thing it's always a problem, we seen it with caldari logis, mass drivers, flaylocks, I feel rifles will always outnumber any other gun its a very reliable system cqc or down range, but ARs before there were alternatives, Scrambler Rifles, now the new Rifles.
The problem is cowardice, people looking for the new crutch, and people playing one match and deciding for themselves whats OP and UP before they start pointing fingers.
R.I.P Mag - SVER
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7319
|
Posted - 2014.02.19 21:31:00 -
[16] - Quote
ADAM-OF-EVE wrote:True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV. most av in rl which is effective in the ranges of dusts maps is man portable and carried as standard by multiple members of a squad
Still requires set up time though.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Billi Gene
489
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Posted - 2014.02.19 21:38:00 -
[17] - Quote
DUST=FPS~RPG
How many RPG's with their generally rock/paper/scissors combat systems allow a player to do every role equally well?
on which topic... my swarm/smg/+nh/nh/uplink amarr logi is kinda cool.... best record was keeping two tanks circling two freight containers for a solid 5 minutes before they gave up trying to kill me... even worse the infantry that did kill me during that time didnt take out the uplink if only a Forger had seen my plight and the wounded tanks....
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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ADAM-OF-EVE
Dead Man's Game
1045
|
Posted - 2014.02.19 21:38:00 -
[18] - Quote
True Adamance wrote:ADAM-OF-EVE wrote:True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV. most av in rl which is effective in the ranges of dusts maps is man portable and carried as standard by multiple members of a squad Still requires set up time though.
i remember firing a few LAWS when i was serving. they were heavy but they could be fired within a few seconds and you never missed. now we have ILAW which is super fast and just as effective and very lights and more deadly i believe. there are 2 types of av in modern warfare. the squad systems like milan, javelin etc but there are far more versions of single person, single use and reloadable ones
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Meeko Fent
Kirkinen Risk Control Caldari State
1762
|
Posted - 2014.02.19 21:39:00 -
[19] - Quote
Think about it like this.
When your in a tank, you sacrifice the ability to move very precisely, to aim all the way up, and to cap obbys.
Then your counter, can be wielded by anybody, is very cheap to use, and without any of your drawbacks.
The issue revolves around HAVs (DSs and LAVs aren't very much an issue) eating SL volleys like cake, combined with resistance mods that make them nigh invulnerable.
Looking for a Interesting Character Name?
Why Not Zoidberg?
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Venerable Phage
Red Shirts Away Team
32
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Posted - 2014.02.19 21:40:00 -
[20] - Quote
Logi with REs x2, hives Scout with REs, shotgun/AR/RR/Swarm, SMG/Scrambler
Scouts using REs can give tanks a headache. Swarms on scouts can cause not so much damage but a worry.
Also as a scout if I am close to a tank and not going to RE it I do drop a flux on it. That makes most tanks move away.
If I want AV long range MLT forge and suit.
The stronger ones AV ability at range the less one should expect to be strong against infantry and CQC. It would be nice for forges to have a zoom function.
It would also be interesting to see heavy grenades, some suits with more weapon slots etc given that you can only use one weapon at a time and you have to spend CPU and normal PG to fit a person could carry more at dilution of individual weapon roles. I would add encumberence for those wearing 3 or more weapons with say -2% to biotic skills, quick swap and penalty to profile as your extra weapons entangle you and create a larger signature. I'd also reduce the ammo available maybe by a third so you would have the same amount of overall ammo. Also reloading should take longer as you try and find the right clip. |
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Operative 1171 Aajli
Bragian Order Amarr Empire
1263
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Posted - 2014.02.19 21:40:00 -
[21] - Quote
ADAM-OF-EVE wrote:True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV. most av in rl which is effective in the ranges of dusts maps is man portable and carried as standard by multiple members of a squad
Even a mortar and a heavy machine gun are carried in three pieces by three guys. You whiners be happy you can carry an HMG and an FG on your shoulder as a one man AV army.
Rommel, you magnificent bastard, I read your book!
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killer carrot top
Forty-Nine Fedayeen Minmatar Republic
92
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Posted - 2014.02.19 21:41:00 -
[22] - Quote
True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV.
it can be done IV done it plus in a real military you would have at least two guys per squad carring Av and still carry a rifle and or room/ area denial weapons <3 249 saw.
but I agree tweek the tanks a bit and your gravy |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
278
|
Posted - 2014.02.19 21:46:00 -
[23] - Quote
ADAM-OF-EVE wrote:a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks Commandos arent defenseless with sl, they just suck.
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
278
|
Posted - 2014.02.19 21:49:00 -
[24] - Quote
Operative 1171 Aajli wrote:ADAM-OF-EVE wrote:True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV. most av in rl which is effective in the ranges of dusts maps is man portable and carried as standard by multiple members of a squad Even a mortar and a heavy machine gun are carried in three pieces by three guys. You whiners be happy you can carry an HMG and an FG on your shoulder as a one man AV army. Why do people use rl to justify the fake space man game? **** real life, real life sucks, make the **** so its fuuuuuuuuuuuuuuuuun thats why we are here. |
ADAM-OF-EVE
Dead Man's Game
1045
|
Posted - 2014.02.19 21:52:00 -
[25] - Quote
INFINITE DIVERSITY IDIC wrote: Commandos arent defenseless with sl, they just suck.
i have a problem with the "commandos are av suits" argument. they have been branded with the role because nothing else can fit it. how can we ever have a balanced game if we just ignore items or push them onto suits that can do the job better than others but still be weak to the task.
we are just ignoring the problems hoping the problems will fix themselves but they won't and all we will ever have is ineffective roles unless we do something about it
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Billi Gene
490
|
Posted - 2014.02.19 21:54:00 -
[26] - Quote
ive fairly much given up on using swarms on alot of maps and when not squaded.
its a magnet for any reds in the vicinity, or snipers...
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1720
|
Posted - 2014.02.19 21:56:00 -
[27] - Quote
Meeko Fent wrote:Think about it like this.
When your in a tank, you sacrifice the ability to move very precisely, to aim all the way up, and to cap obbys.
Then your counter, can be wielded by anybody, is very cheap to use, and without any of your drawbacks.
The issue revolves around HAVs (DSs and LAVs aren't very much an issue) eating SL volleys like cake, combined with resistance mods that make them nigh invulnerable.
Because they nerfed the slot layout, and 2xed the reduction hardeners give, which made the reduction higher than before due to how stacking works. Read this.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Tesfa Alem
Death by Disassociation Legacy Rising
91
|
Posted - 2014.02.19 21:56:00 -
[28] - Quote
ADAM-OF-EVE wrote:a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks
Currently you have forge guns, swarm launchers, AV grenades, remote explosives and proximity mines for anti vehicle use.
Of those remotes and proximity mines are equipment you can use with out losing any offesive capability. If you have a basic logi suit you can drop 4 mines and 4 remotes for a total of 12,000 hp of damage in one go at the basic level. Add a nano hive and ora nearby supply depot, at the proto level you can lay down different types for a total of 24 peices of AV equipoment .
1 is a homing grenade, you lose little in anti infantry, but generally your as strong as anyone who has used thier grenades already. Lai dais are still extremley dangerous. No tanks will stick around after getting hit by 1 or two. They still kill all LAVS
Forge guns can destroy anything on the field. You gain in anti infantry because you can one shot any suit. Only swarm launchers require you use it as a main weapon. Commandos can caryy a Two light weapon. So you can have your Rail rifle and your swarm launcher. Then sacrifice nothing.
Be honest. You, and many other players dont want to spec into AV or become a dedicated AV player. So its no wonder when tanks destroy you guys. You know tanks are a threat, dropships are a threat, and gangs of players roam in LAVs. Yet the overwhelming majority of players dont spec into AV and beg CCP to give you a hand out. I've seen lost of players who got several different FOTM rifles to proto, FOTM side arms to proto, but since AV have never been FOTM they're usually have swarm launchers at mlt, basic or maybe advanced.
Wyokami swarms still really really hurt, as do all forges and ADV and up AV nades.Basic Remotes and proximities are deadly.
Redline for Thee, but no Redline for Me.
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Pvt Numnutz
Black Phoenix Mercenaries
773
|
Posted - 2014.02.19 22:19:00 -
[29] - Quote
ADAM-OF-EVE wrote:Pvt Numnutz wrote:Av did this to themselves to be honest. Tower camping all the time, blowing up very expensive vehicles for pennies on the dollar from insane range. The tanks really went overboard tho. Anyway if every infantry had av, and from the sound of it you want them to be 1.6 strength then we should just remove vehicles now. There should be dedicated av, just like there are dedicated vehicle pilots (granted right now anyone can be a tanker) yes it needs to be stronger, or have more options, but not as strong as it was in 1.6. There was a justifiable argument from vehicle pilots that av was too strong. Let's not go there again. you are missing the point i'm trying to make. you cannot be effective at av if you cannot defend yourself against anything and be weak against everything. fact is av while it is much needed when tanks are about is not needed when they are not and this leaves a huge imbalance as how can a av player afford to run with av gear just incase vehicles appear. most players are happy to just forget about tanks and hide while killing and with balance as it is that makes the av role pointless. its too expensive, fitting intensive and weak. this means that to roll with it all the time as a role is completely impractical and costly. there needs to be a way for av to move with the battle regardless of if tanks or vehicles are about so that when they do appear players can react accordingly. its completely wrong to expect a player to take av and die stupid amounts of times when no vehicles are about so they can be ready to fulfill their role when there are. the same goes for why should players have to die before spawning in av gear. fact is AV and assault should be working together. av players carries the av and assaults carry the ammo hives and when needed they support each other. this is the allround balance av needs in order to balance it with vehicles. No I understand your point. I just don't think its a good point. To get vehicle destroying power you make yourself vulnerable to other infantry, like a forge gunner. That's balanced because av kills vehicles, infantry kills av, vehicles kill infantry, they all have counters. If the av player is with out a squad that can support him then he probably won't be doing very well sure, if he stays back behind a heavy and assault player he's not going to be fighting the enemy with his sidearm.
Infantry av has the added perk of infantry skills applying. So its a lot easier to also skill into other infantry roles. The suit you use for av can also be used for other infantry rolls. I don't understand why you say its unacceptable for an av player to be running a cheap infantry fit when there is no vehicles, then when there is run to a supply depot or if he dies switch to his primary av fit, That seems reasonable to me. When I was learning to fly in chrome I had to run on the ground to get isk for my dropships (no transport wp, no pilot gun, hardly anyone wanting to get into the death traps) and since I wanted to be a dropship pilot I had all my sp invested in my dropships. On the ground I ran my starter fit logi praying the heavy i was repping would stay alive. The same argument you make here could also be applied to the dropship pilot role, its too expensive, fitting intensive and weak but you could also add sp intensive.
My point is, av doesn't have to always be running around in their av suits. They are in a good position to also use suits like other infantry. If they are needed they can switch, if they have a squad they can be protected. Vehicles are a role, and the counter to that role is the av role, why should every infantry player be able to whip out a swarm and deny the vehicle player his role? Because av suits are weak against suits designed to kill infantry? I'm sorry that's not a good enough reason for me to agree with you. Destroying vehicles is a role, it requires the av player to think about how vehicles operate to destroy them while watching out for their counter like every other role in the game they shouldn't be exempt from a counter. There is a way to field both av and infantry weapons, its called the commando suit. Its not as effective at destroying vehicles as a dedicated av suit but it can deny an area to a vehicle if the squad encounters one right then and there.
Your post was very confusing because at the end you got it right, av players should be working with other infantry, they protect the infantry from vehicles and the infantry protects them from other infantry. Rock paper scissors.
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RedZer0 MK1
The Generals General Tso's Alliance
198
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Posted - 2014.02.19 22:40:00 -
[30] - Quote
Said this before, every other heavy, light, sidearm can kill infantry in addition to the few that are av orientated. The problem is swarms are strictly for vehicles. I say make swarms like missile turrets, just for infantry to use. It would be the perfect inverse of the plasma cannon. |
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