Cross Atu
OSG Planetary Operations Covert Intervention
1968
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Posted - 2014.03.06 19:53:00 -
[1] - Quote
+1 OP
As it currently stands 3x volleys of proto swarms + 2x proto AV nades will not take out most HAV fits even assuming 1-2 of those attacks land on the weak spot and all missiles impact the target not the terrain. In addition applying that much damage usually means you lose the fitting which costs more than some MLT HAVs.
Now take that current situation and nerf the total AV nades, the value of the swarms Proft skill and they become essentially useless for combating HAVs, as they already are for taking out a DS.
The Plasma is useless against the DS, unlikely to be able to connect with a moving LAV and at STD level can put 3x shots into the weak spot of a HAV without taking it to half armor (also prior to the change)
Forge shouldn't be the only infantry AV option, and it shouldn't require being stationed on a roof to have a solid shot at actually taking out a HAV (with the upcoming changes this is more and more likely). The big problem with the Forge requiring such height to operate is that it requires a DS to deploy. That being the case makes it such that A) the only solid counter to vehicle use is vehicle use & B) if the opposing side has a way to shut down DS in a given area, say though use of a rail HAV, pushing against them becomes dubious at best. Do that with 2 HAVs and one additional player for support and you have a 2-3 man squad locking down an entire area, against superior numbers and fits that cost more ISK and SP to field. (Obviously this is able to be mitigated by terrain in certain instances).
Hobo on Fire wrote:-AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard) -Reduce the cost of dropship hulls by at least half. 500k for something that's biggest enemy is the terrain is absurd.
Looks like a pretty good list to me, though I do have to say the swarm launcher lock on mechanic needs to be fixed regardless and it might be worth looking at the swarm launcher lock on time in addition too, or as an alternative too the lock on range (of course if both are done they should each be done in a much lessor capacity).
The average situation being use of 2-3 guys to take down a HAV or DS is okay with me. The current situation where Proto gear with heavy SP support and 3-4 guys running fits that usually cost more than a base HAV and getting killed over and over again (even with use of cover) while being unable to shut down a single HAV or assault DS (shut down meaning force it out of a specific area of engagement, not necessarily destroy it) is problematic.
A single guy risking less to field his fits (be those fits infantry or vehicle) should not consistently shut down half a squad (or more) is a bit of a problem.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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