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Godin Thekiller
shadows of 514
2345
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Posted - 2014.05.20 02:02:00 -
[61] - Quote
ZDub 303 wrote:There is room for vehicles that require teamwork/multiple operators as long as their are alternatives for people who would rather play solo with their vehicle.
It would kind of sad if the only reason for HAVs to exist is for blowing up installations, each other, and a gate here or there. All of which can also be accomplished, in some cases more effectively, by remote explosives.
I guess if you want to keep it the way it is lower blaster turret RoF and rotation speed by about 20%, add significant dispersion and buff AV by about 25% and swarms by about 60% and we can call it day.
Try approaching a well defended gate by infantry or small vehicles, possibly even HAV's, and blowing it up.
And buffing and nerfing stuff like that won't fix anything, just start another buff nerf cycle. That's CCP's problem; they never learn from the past...........
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ZDub 303
TeamPlayers Dirt Nap Squad.
2954
|
Posted - 2014.05.20 02:09:00 -
[62] - Quote
Godin Thekiller wrote:ZDub 303 wrote:There is room for vehicles that require teamwork/multiple operators as long as their are alternatives for people who would rather play solo with their vehicle.
It would kind of sad if the only reason for HAVs to exist is for blowing up installations, each other, and a gate here or there. All of which can also be accomplished, in some cases more effectively, by remote explosives.
I guess if you want to keep it the way it is lower blaster turret RoF and rotation speed by about 20%, add significant dispersion and buff AV by about 25% and swarms by about 60% and we can call it day. Try approaching a well defended gate by infantry or small vehicles, possibly even HAV's, and blowing it up. And buffing and nerfing stuff like that won't fix anything, just start another buff nerf cycle. That's CCP's problem; they never learn from the past...........
No I can see your reasoning. Make sure elements are removed that require teamwork. Make sure the TTK from infantry AV is approximately that of a large rail turret. We don't want to force teamwork so we should make sure HAVs are readily soloable. That certainly is one way to go, I can understand the appeal to that approach. |
Godin Thekiller
shadows of 514
2345
|
Posted - 2014.05.20 02:13:00 -
[63] - Quote
ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:There is room for vehicles that require teamwork/multiple operators as long as their are alternatives for people who would rather play solo with their vehicle.
It would kind of sad if the only reason for HAVs to exist is for blowing up installations, each other, and a gate here or there. All of which can also be accomplished, in some cases more effectively, by remote explosives.
I guess if you want to keep it the way it is lower blaster turret RoF and rotation speed by about 20%, add significant dispersion and buff AV by about 25% and swarms by about 60% and we can call it day. Try approaching a well defended gate by infantry or small vehicles, possibly even HAV's, and blowing it up. And buffing and nerfing stuff like that won't fix anything, just start another buff nerf cycle. That's CCP's problem; they never learn from the past........... No I can see your reasoning. Make sure elements are removed that require teamwork. Make sure the TTK from infantry AV is approximately that of a large rail turret. We don't want to force teamwork so we should make sure HAVs are readily soloable. That certainly is one way to go, I can understand the appeal to that approach.
Making sure there's no forced teamwork where it's not necessary =/= removing teamwork. Insults and and downplaying doesn't make you look good in a argument, just sayin.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2954
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Posted - 2014.05.20 02:24:00 -
[64] - Quote
Godin Thekiller wrote:ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:There is room for vehicles that require teamwork/multiple operators as long as their are alternatives for people who would rather play solo with their vehicle.
It would kind of sad if the only reason for HAVs to exist is for blowing up installations, each other, and a gate here or there. All of which can also be accomplished, in some cases more effectively, by remote explosives.
I guess if you want to keep it the way it is lower blaster turret RoF and rotation speed by about 20%, add significant dispersion and buff AV by about 25% and swarms by about 60% and we can call it day. Try approaching a well defended gate by infantry or small vehicles, possibly even HAV's, and blowing it up. And buffing and nerfing stuff like that won't fix anything, just start another buff nerf cycle. That's CCP's problem; they never learn from the past........... No I can see your reasoning. Make sure elements are removed that require teamwork. Make sure the TTK from infantry AV is approximately that of a large rail turret. We don't want to force teamwork so we should make sure HAVs are readily soloable. That certainly is one way to go, I can understand the appeal to that approach. Making sure there's no forced teamwork where it's not necessary =/= removing teamwork. Insults and and downplaying doesn't make you look good in a argument, just sayin.
lol nah it doesn't matter. You and I disagree on this.. we're not convince each other either way.
I truly don't believe there is any way to balance solo HAVs until you've removed the large blaster turret or nerfed it to a point where its no more effective against infantry than the large rail or rocket turrets. Or unless the TTK from infantry is so low that we essentially return to 1.4-1.5.
So I guess I would make heavy armor reps an active module, change vehicle damage mods to 10% passive and nerf the large blaster significantly against infantry.
Then, introduce a tech II type of HAV that has separated setup with about 2.2x the EHP of the current HAV. Its optional, you still get your solo HAV and people who do wish to have a separated setup can have that as well. |
Godin Thekiller
shadows of 514
2346
|
Posted - 2014.05.20 03:35:00 -
[65] - Quote
ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:There is room for vehicles that require teamwork/multiple operators as long as their are alternatives for people who would rather play solo with their vehicle.
It would kind of sad if the only reason for HAVs to exist is for blowing up installations, each other, and a gate here or there. All of which can also be accomplished, in some cases more effectively, by remote explosives.
I guess if you want to keep it the way it is lower blaster turret RoF and rotation speed by about 20%, add significant dispersion and buff AV by about 25% and swarms by about 60% and we can call it day. Try approaching a well defended gate by infantry or small vehicles, possibly even HAV's, and blowing it up. And buffing and nerfing stuff like that won't fix anything, just start another buff nerf cycle. That's CCP's problem; they never learn from the past........... No I can see your reasoning. Make sure elements are removed that require teamwork. Make sure the TTK from infantry AV is approximately that of a large rail turret. We don't want to force teamwork so we should make sure HAVs are readily soloable. That certainly is one way to go, I can understand the appeal to that approach. Making sure there's no forced teamwork where it's not necessary =/= removing teamwork. Insults and and downplaying doesn't make you look good in a argument, just sayin. lol nah it doesn't matter. You and I disagree on this.. we're not convince each other either way. I truly don't believe there is any way to balance solo HAVs until you've removed the large blaster turret or nerfed it to a point where its no more effective against infantry than the large rail or rocket turrets. Or unless the TTK from infantry is so low that we essentially return to 1.4-1.5. So I guess I would make heavy armor reps an active module, change vehicle damage mods to 10% passive and nerf the large blaster significantly against infantry. Then, introduce a tech II type of HAV that has separated setup with about 2.2x the EHP and damage of the current HAV. Its optional, you still get your solo HAV and people who do wish to have a separated setup can have that as well.
That T II HAV would be OP (essiently a better HAV, which is not the point of a T II HAV, or any T II thing), and get removed. There's NO way to balance that. Also, making something useless against something is how the vehicle buff/nerf cycle goes. That **** should just wrong.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2955
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Posted - 2014.05.20 04:28:00 -
[66] - Quote
Essential a better HAV? But it requires two players to operate, meaning an equivalent force would be two basic HAVs.
I could definitely see it work. Possibly repurpose the Marauder into a separated setup (or give it a new name, doesnt really matter). You give it exactly twice the HP of a basic HAV and make the specialist tank operation skill give +% base resistance per level.
In terms of damage, twice the dps would make it so basic HAVs couldnt compete.. thats probably right tbh. But these are just numbers I threw out... it would change in an any sort of iterative balancing.
I could see something along the line of increase RoF instead of raw +damage.
So.. for example.
Maurader HAV Operation +% Resistance per level +% to racial turret RoF per level.
That gives it more punch without having it essentially one shot anything that comes near it. You could tweak max velocity and acceleration as well. It becomes a heavier HAV essentially. It has more power but it requires more users to operate. There is a drawback to offset its positives.
There is a spot for a two-person tank. I think there is a great number of players who would like to use something like that, despite your assertions that there is not. |
Godin Thekiller
shadows of 514
2346
|
Posted - 2014.05.20 04:34:00 -
[67] - Quote
ZDub 303 wrote:Essential a better HAV? But it requires two players to operate, meaning an equivalent force would be two basic HAVs.
I could definitely see it work. Possibly repurpose the Marauder into a separated setup (or give it a new name, doesnt really matter). You give it exactly twice the HP of a basic HAV and make the specialist tank operation skill give +% base resistance per level.
In terms of damage, twice the dps would make it so basic HAVs couldnt compete.. thats probably right tbh. But these are just numbers I threw out... it would change in an any sort of iterative balancing.
I could see something along the line of increase RoF instead of raw +damage.
So.. for example.
Maurader HAV Operation +% Resistance per level +% to racial turret RoF per level.
That gives it more punch without having it essentially one shot anything that comes near it. You could tweak max velocity and acceleration as well. It becomes a heavier HAV essentially. It has more power but it requires more users to operate. There is a drawback to offset its positives.
There is a spot for a two-person tank. I think there is a great number of players who would like to use something like that, despite your assertions that there is not.
Wait, you think you know how vehicles work, yet you don't even use them much, and you think this is a good idea.........
I'm done here
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ZDub 303
TeamPlayers Dirt Nap Squad.
2955
|
Posted - 2014.05.20 04:42:00 -
[68] - Quote
Godin Thekiller wrote:Wait, you think you know how vehicles work, yet you don't even use them much, and you think this is a good idea.........
I'm done here
Oh? Please, prove me wrong. I'm not so stubborn as to believe I'm always right.
What is the role of an HAV in Dust? What am I missing here? |
Monkey MAC
Rough Riders..
2868
|
Posted - 2014.05.20 10:06:00 -
[69] - Quote
Zdubz: It's good practice that something that only requires 1 person to operate, should only require 1 person to neutralise. It's good practice that if you own something you should be capable of using it by yourself
These make games fun. Teamwork should be overpowered, but not a necessity, as soon as you expect 16 people who can't communicate, to use teamwork you start ruining the game.
Current HAV's are almost fine, a small AV buff (+10% for profile damage loss, +10% to make HAVs killable) and some inventive tweaks to allow AVers to make skill shot (SL 70m range before rocket guidance), then a little nerf to reppers 420 HP/s is more than enough. A readjustment to blaster accuracy so that it struggles hitting infantry and sinhle man HaVs will be balanced.
But doing anything that makes teamwork a necessity is a very bad idea.
Godin: It doesn't really matter what you think about the cruiser (its on paper stats are good but it just wouldn't stack up irl), the point is currently HAVs don't reward teamwork, there is no benefit of any decent magnitude to having to gunners on your tank.
It requires no less effort to take down a tank with 1 person than it does to take down a tank with 3 people and that is wrong. If someone knows they have corpmembers and are prepared to teamwork they should be rewarded, with a tank that is more powerful than a 1 man tank.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Soraya Xel
Abandoned Privilege Top Men.
2568
|
Posted - 2014.05.20 13:36:00 -
[70] - Quote
Vehicles shouldn't be infantry killers. HAVs should have a very difficult, if not impossible, time killing infantry, at least with the main gun. They should kill other vehicles and they should kill installations. Installations need to have a bigger part in Legion.
Also, CCP should consider making HAVs either require or heavily favor multi-person use. Smaller vehicles should be used for solo play. Large vehicles should encourage team play.
Vehicles need a dedicated gameplay role. Destroying certain installations should be a heavy part of future game modes, so that tanks have their own job, as opposed to slaying.
I'd like to be your CPM1 candidate
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Godin Thekiller
shadows of 514
2355
|
Posted - 2014.05.20 14:23:00 -
[71] - Quote
Monkey MAC wrote: Godin: It doesn't really matter what you think about the cruiser (its on paper stats are good but it just wouldn't stack up irl), the point is currently HAVs don't reward teamwork, there is no benefit of any decent magnitude to having to gunners on your tank.
It requires no less effort to take down a tank with 1 person than it does to take down a tank with 3 people and that is wrong. If someone knows they have corpmembers and are prepared to teamwork they should be rewarded, with a tank that is more powerful than a 1 man tank.
There's two problems with that statement:
1: Small turrets suck atm
2: put infantry around that HAV, and it will be far stronger than before.
3: Going off of blaster stats, I can assume that the medium blaster would be somewhere in the 70's for damage (if you times the small blaster damage by 4, you get about the the large blaster's, so by logic, a medium turret would be by 2). Those things would completely overpower a actual HAV (having more firepower and tons more defenses to protect it). There's no other way of looking at it. That's just punishing gang warfare on a level that is just utter bullshit.
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Godin Thekiller
shadows of 514
2355
|
Posted - 2014.05.20 14:24:00 -
[72] - Quote
Soraya Xel wrote:Vehicles shouldn't be infantry killers. HAVs should have a very difficult, if not impossible, time killing infantry, at least with the main gun. They should kill other vehicles and they should kill installations. Installations need to have a bigger part in Legion.
Also, CCP should consider making HAVs either require or heavily favor multi-person use. Smaller vehicles should be used for solo play. Large vehicles should encourage team play.
Vehicles need a dedicated gameplay role. Destroying certain installations should be a heavy part of future game modes, so that tanks have their own job, as opposed to slaying.
........ Do you even read?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5684
|
Posted - 2014.05.20 20:00:00 -
[73] - Quote
Soraya Xel wrote:Vehicles shouldn't be infantry killers. HAVs should have a very difficult, if not impossible, time killing infantry, at least with the main gun. They should kill other vehicles and they should kill installations. Installations need to have a bigger part in Legion.
Also, CCP should consider making HAVs either require or heavily favor multi-person use. Smaller vehicles should be used for solo play. Large vehicles should encourage team play.
Vehicles need a dedicated gameplay role. Destroying certain installations should be a heavy part of future game modes, so that tanks have their own job, as opposed to slaying.
Your post is hit and miss with me.
While, yes, I do agree that Vehicles need a dedicated gameplay role (I made the thread afterall), I certainly don't think they should be gimped into requiring team-play to utilize. It's wholly unnecessary and it should be a last resort if we can't figure out a way to balance them between vehicle vs infantry, which brings me to my next point: If vehicles are meant to kill other vehicles, then their entire role is completely arbitrary and there is absolutely no reason for them to be in the game other than to cancel one another out and **** the community off with their existence. Let alone a reason for AV to exist. If vehicles have a hard time killing infantry, then why worry about it in the first place?
They -CANNOT- solely be infantry killers but much in the same sense they -CANNOT- be solely vehicle killers. Role does not dictate specialization. Vehicles can have a generalized role with racial variations being focused, specialized toward a certain field at the expense of others. There is absolutely nothing wrong with a tank being an infantry slayer if it has a ridiculously hard time countering other vehicles, this is just how the rock/paper/scissors meta works.
Force Projection, Point Defense, Logistics - are roles. Anti-Infantry, Installation Siege, Crowd Control, and Anti-Vehicular - are specializations.
It is very important not to get those two confused. LAVs were always used for fast transport (their role) but their meta started being used in an unintended way when they were nigh unkillable and could kill infantry just by touching them (last year's murder taxi epidemic). As a result, changes were made and now they fulfill the role as they should. Albeit, I would prefer them to be used for Infantry Suppression but the only way that is going to happen is if they offer more in line for the gunner to be defensible as it's just way too damn easy to shoot them out of the gunner seat (something I keep repeating that a turret shield would easily fix).
I hate to bring MOBA's into account but it's the only logical comparison point I can use just because MOBA's genuinely are role-based games that focus -solely- on balancing around those roles. Support characters, as an example, offer a wide range in the way of -how- they support, whether it be healing friendlies, buffs, debuffs or even crowd control elements <--- this allows them to specialize in a certain field that other support characters can't offer, but they're all part of the same role. Honestly, I think we could learn a lot from those types of games.
Useful Links
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I-Shayz-I
I-----I
3460
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Posted - 2014.05.25 15:37:00 -
[74] - Quote
Marking for index
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Godin Thekiller
shadows of 514
2415
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Posted - 2014.05.25 16:27:00 -
[75] - Quote
Aeon Amadi wrote:[quote=Soraya Xel] It is very important not to get those two confused. LAVs were always used for fast transport (their role) but their meta started being used in an unintended way when they were nigh unkillable and could kill infantry just by touching them (last year's murder taxi epidemic). As a result, changes were made and now they fulfill the role as they should. Albeit, I would prefer them to be used for Infantry Suppression but the only way that is going to happen is if they offer more in line for the gunner to be defensible as it's just way too damn easy to shoot them out of the gunner seat (something I keep repeating that a turret shield would easily fix).
I
Well said. For the LAV's though, I have a fix for that: Bring back the Carbon engine LAV's (and raise up the turrets so they can can be a 360 turret instead of just rear firing turrets), and add in a frontal plate to protect the front of the gunner (still will be vulnerable in the back however).
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11502
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Posted - 2014.07.02 22:46:00 -
[76] - 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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Aeon Amadi
Edimmu Warfighters Gallente Federation
6135
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Posted - 2014.07.02 23:41:00 -
[77] - Quote
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.
Useful Links
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11513
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Posted - 2014.07.02 23:58:00 -
[78] - 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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Aeon Amadi
Edimmu Warfighters Gallente Federation
6137
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Posted - 2014.07.03 01:12:00 -
[79] - Quote
True Adamance wrote: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.
Sure, Gallente do use Railguns but they're bonuses are geared toward Tracking and Damage - rather than Optimal Range. While racial stereotypes are exactly that, they also give players a pretty clear understanding as to what each race is all about, Gallente being close-range brawlers. Minmatar being Alpha Damage kings is about as Hit-and-Run as I can imagine, honestly.
It's all subjective and this sort of mentality isn't restricted to just vehicles - you see it in Infantry too. Amarr are slower, usually a bit more defensible as well, so it's only natural for them to fulfill the role of point defense. While it's entirely applicable to say that a specialized version of a vehicle can fulfill a certain role, racial plays a big factor in what each role and specialization is capable of and they should -not- be perfectly balanced.
Assuming that we stick with -just- HAVs, no specializations, it makes perfect sense to me that each race would use their HAVs for different things that compliment their racial combat style. To elaborate more, however, I'm completely against adding specializations like Marauders/Enforcers until we figure out what their base variants are supposed to be doing...
Useful Links
Aeon Amadi for CPM1
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