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Monkey MAC
Rough Riders..
2043
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Posted - 2014.02.24 15:03:00 -
[1] - Quote
You got you scenarios the wrong way round in your synopsis.
It should be Scenario 1
You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2044
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Posted - 2014.02.24 15:22:00 -
[2] - Quote
Lorhak Gannarsein wrote:I would like it if HAV or DS piloting (so any enclosed vehicle, as opposed to LAVs where the driver can be shot out, and is more of a personal transport anyway) required a pilot suit. I'd also like it if mods were added that would add small efficacy bonuses to your HAV (so say an item that gives 5% efficacy to shield hardeners (so 63% for a single mod rather than 60%). Something small, but potentially valuable.
I'd be cool with that, however CCP would have to allow mlt vehicles to be piloted without a pilot suit.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2044
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Posted - 2014.02.24 15:27:00 -
[3] - Quote
Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from.
Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2047
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Posted - 2014.02.24 15:49:00 -
[4] - Quote
Joseph Ridgeson wrote:Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those. I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets." In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.)
Fair enough, the thing is, as a predominantly infantry player I see a large problem with heavies roling in tanks. It might just come down to picking the lesser evil and trying to balance it. But I understand you plight and hope you see my reasoning.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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