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Banjo Robertson
Bullet Cluster Lokun Listamenn
235
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Posted - 2014.05.09 15:15:00 -
[1] - Quote
The two most available AV weapons in the game appear to be the swarm launcher and plasma cannon. We also have forge guns, remote explosives, AV grenades, and proximity explosives.
Right now all of these weapons are available at three different levels.
Tanks right now only have one level of availability, but their modules and turrets are available at three different levels.
Dropships have one level of availability, with the specialization of assault dropships available at one level as well.
Part of the problem, as I have heard from others and I agree, is trying to balance all three levels of the AV weapons against the one level of vehicle which can have three levels of modules.
One idea I saw posted that I particularly like is making AV weapons only available at one level, and balancing those against the one level of vehicle.
Ontop of flattening out the AV to one level, I think moving swarm launchers and plasma cannons from the light weapon slot to either the sidearm slot or equipment slot would also be an adjustment worth considering.
Right now Logi suits specialize in support based on the different equipment they can bring, scouts can specialize in stealth because of the cloak equipment, you can defend an area with remote/proxy explosive equipment. So why not make the AV weapons more available as a support choice without totally removing a player from the fight.
Plus equipment choices become a little more interesting, should I bring a nanohive or a swarm launcher? Drop uplinks or a plasma cannon?
I know its not perfect, but I think its worth considering as a possibility. |
Pocket Rocket Girl
Psygod9 D.E.F.I.A.N.C.E
81
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Posted - 2014.05.09 15:48:00 -
[2] - Quote
sure ill just use a minmatar logi equip all the swarms into my equipment (as many as i can get to fit) and a smg for inf. tanks might have one body to choose fun but besides that there are mlt. turrets - proto turets same with mods. balance should NOT be between how much ISK or SP but by skill the ISK and SP should just be a booster for your skill.
The walking Missile tank
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TheEnd762
SVER True Blood General Tso's Alliance
489
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Posted - 2014.05.10 03:31:00 -
[3] - Quote
AV weapons should be as effective against vehicles as regular weapons are against infantry.
Think of it like this: LAV - Scout HAV - Sentinel Dropship - Assault/Logi
Do you have to follow a Sentinel around for 5 full minutes to MAYBE kill it with an AR or Mass Driver or whatever? No. |
Cyrus Militani
Leon Conglomerate
49
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Posted - 2014.05.10 18:03:00 -
[4] - Quote
You do know there are AV grenades, right? Those are very effective against tanks, especially when you skill into them. The proto ones do ~1200 damage each. I typically use my swarms from a distance, and as I move closer I sneak around from behind and pop it with my AV grenades. Scares the crap out of most tankers, if they survive the encounter. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
236
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Posted - 2014.05.13 20:46:00 -
[5] - Quote
Yeah, the AV grenade and remote explosives are two examples of AV that are not 'weapons', so why not shift the swarm and plasma cannon to equipment as well. |
Alina Heart
DEST1NY AWAITS
519
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Posted - 2014.05.13 21:28:00 -
[6] - Quote
Swarms and Plasma cannons are most definitely weapons and have no business being in an equipment slot. With that said I do agree with the notion if taking AV weapons and making them sidearms, excluding the forge gun. This will solve the problem of half a team being dedicated AV to take down a single tank while getting destroyed by the opposing infantry due to lack of actual combat ability.
I think this is completely fair and when you think about it. Just about every other FPS on the market that incorporates Vehicles/Aircraft the player is given the option of trading in his secondary's increased survivability for an AV weapon giving versatility.
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