True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11502
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Posted - 2014.07.02 22:46:00 -
[1] - Quote
Wonderful suggestions
My own personal view is that HAV should represent a platform for heavy fire power, by this I mean that I feel HAV should have a feeling of power about them but in the sense that when you fire your main cannon you feel like you are firing a weapon of titanic destructive potential, when you are struck by AV you should feel stunned by the forces that just hit you, and when you move you should feel like a rumbling engine of war.
This however is just from an immersive point of view which leads on to how I feel HAV should be. They should be vehicle and fortification busters IMO (but of course I am open to other suggestions).
I would prefer to see them presented in Legion as (with slot layouts to suggest progression)
Militia - Features 0SP requirements and features a general purpose lay out for introduction into the role
Soma- 2/2 Sica- 2/2 Mattock- 2/2 Disciple- 2/2
T1- Features Low SP investments and attunes the players to the racial groups primary combat style furthering the role of HAV
Madraugar 2/3 Gunlogi 3/2 (Nordic Sounding Name) - 4/1 Redeemer- 1/4
T2- High SP requirements and furthers specialises the HAV's main role in a unique racial combat style (bear in mind only 1 hull at T2 is really required for this per racial group...I just like listing options)
Surya/Vayu/Kubera 2/4 Sagaris/Falchion/Chakram 4/2 (More Impressive Sounding Nordic Name) 5/1 Seraph 1/5
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11513
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Posted - 2014.07.02 23:58:00 -
[2] - Quote
Aeon Amadi wrote:True Adamance wrote:Wonderful suggestions
My own personal view is that HAV should represent a platform for heavy fire power, by this I mean that I feel HAV should have a feeling of power about them but in the sense that when you fire your main cannon you feel like you are firing a weapon of titanic destructive potential, when you are struck by AV you should feel stunned by the forces that just hit you, and when you move you should feel like a rumbling engine of war.
This however is just from an immersive point of view which leads on to how I feel HAV should be. They should be vehicle and fortification busters IMO (but of course I am open to other suggestions).
I would prefer to see them presented in Legion as (with slot layouts to suggest progression)
Militia - Features 0SP requirements and features a general purpose lay out for introduction into the role
Soma- 2/2 Sica- 2/2 Mattock- 2/2 Disciple- 2/2
T1- Features Low SP investments and attunes the players to the racial groups primary combat style furthering the role of HAV
Madraugar 2/3 Gunlogi 3/2 (Nordic Sounding Name) - 4/1 Redeemer- 1/4
T2- High SP requirements and furthers specialises the HAV's main role in a unique racial combat style (bear in mind only 1 hull at T2 is really required for this per racial group...I just like listing options)
Surya/Vayu/Kubera 2/4 Sagaris/Falchion/Chakram 4/2 (More Impressive Sounding Nordic Name) 5/1 Seraph 1/5 Fitting slots are always an interesting topic but ultimately I don't think that they suggest any sort of role on the battlefield. Vehicle destruction, to me, sounds like an added bonus more than an actual role because inevitable it comes down to "countering the counter" style play - with HAVs being designed to kill other HAVs. Albeit, recently I've been reconsidering my thoughts on the whole "vehicles having a role" in favor of "vehicles having a specialization". Caldari could be really good at Siege Warfare (railguns/missiles), Gallente could be really good at Infantry Suppression/Force Multiplication, Minmatar perhaps being well-rounded with a lean toward Hit-and-Run style play, and Amarr being more privy toward Point Defense. At which point the slots can be molded around the intended playstyle with opportunities for emergent gameplay. Just my thinking on it anyhow.
Yes that is true.
Slots do not designate the role. Its was merely to suggest progression. I am a proponent of tiering no matter what anyone says.
Tiericide destroyed Tanking as it is today.
I understand you wish to nail down an over arcing role of HAV...... but you really can't do that unless you consider T2 as specialised variations of that over arcing role.
Personally while I like the idea of giving racial variances I do not like the suggestion that one race cannot fulfil the role of another. I do not like the idea of casting more racial sterotypes. All races should has a suit and a vehicle to fulfil its role, however that should be achieved in a different way.
Summarising what I said.
I am all for keeping Caldari as Heavy Shield Tankers, and Gallente as high fire power, Repping tankers.
But I am against instituting a Caldari are the besieging race, Gallente are the generalists, Amarr do point defence.The issue I see is that this community gets the wrong idea about the races in their heads. Then they attempt to make balance arguments off of those ideals. most players don't know
-Gallente also use Railguns - Amarrian Khanid ships fire missiles -The Amarr are a drone race - Minmatar are Alpha damage kings - ETC
I see
Marauders specialise in besieging.
Enforces specialise in aggressive manoeuvres.
Black Ops are more well rounded, or Point defenders.
Then have each variant of tanks have their racial flavours.
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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