DAMIOS82
WarRavens Final Resolution.
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Posted - 2014.06.01 10:03:00 -
[1] - Quote
It is one of the most debated things on the forums. You either hate them or love them. I myself am a lover of the HAV. There is nothing more fun cruising around in a giant steel coffin. But the way they are now in Dust 514 is out of balance and therefore they get changed and humiliated alott, because they are very infantry unfriendly.
So perhaps its time they changed in the way that they work. Offcourse there is the chassis, that basicly determines what faction style you play for. But let's be honest, I'm a caldari in hearth and even i choose the occasionall madrugar over the gunlogi and other times its the other way around. Not to mention it's not like there are 100's of different HAV's lying around. And then there are the turrets that give us the choice of the others destruction. So the way it is, you have your faction HAV and then select the turret to go with that HAV.
So here is what is propose: Instead of trying to make 1-2 HAV's per faction. They become factionless (lorewise they could be made by...but nothing more then that). So as for the chassis you just choose the one that you like best, offcourse there will be differences in them just like there is now, but they won't be bound to just one faction or to a tier level. Meaning instead of seeing this at one point or the other, when more enter the game; caldari-gunlogi, Gallente-madrugar, militia-caldari-sica They actually become chassis to choose from, so: HAV- gunloggi shield based bonusses, madrugar armor based bonusses, sica scouting bonus, Sargaris-heavy tank bonusses, Chakram logistics/blackops bonusses. Some might have an extra slot here or there, some might have more or less hp, pg, shield, armor, but there goal is just to be a base to add thing to, without beeing bound to one way or the other. Just like in our suits. If i want to add for example a blaster turret to my gunlogi, i should not be so heavy punished pg wise that its no longer possible, it should be more along the way of if i do choose to put a blaster on the gunlogi, i might mis the bonusses that perhaps the madrugar could give me.
Then there are the turrets. As it is now we have 3 large and 3 small turrets. Now i think the hole idea of the small turrets was that they where the weapons to be used against infantry, but somewhere along the line we HAV drivers decided that large turrets are just as effective. So my goal here is to emphasize that difference. Meaning: First of all the large blaster turret no longer becomes effective against infantry. Instead the small turrets/blasters are the one to be used on infantry. The small turrets won't damage the other HAV or very minimal, meaning it would be like shooting an ak47 against a tank. They would still be effective against LAV's. And the larger turrets won't have effects on infantry, since they are more made for destruction against other vehicles, structures, installations.
So if you want to hunt for infantry, you would need to have the small turrets on you hav, if you just want to hunt other vehicles, you just choose to use the larger one instead. So firing a large turret at infantry will have zero effects, firing small blasters at vehicle will have zero effects. Then there are the dropships and alott of pilots complain about the railgun shooting them out of the sky, just like we hav drivers complain about not beeing able to shoot them when they are above us. So here i suggest this change. The large turrets like i said are meant for the vehicles on the ground, so we won't be able to shoot at dropships either, the best way to do this is decrease the arc of the turrets to a little bit smaller range, also any damage done to a dropship would be small. However since the small turrets are meant for infantry, dropships can no longer use them against vehicles.
Now how would this all work against eachother if you can't kill them with the turrets we have now; Small turret: infantry only, no effect on vehicles other then lav's Large turrets: ground vehicles only. or very minimal effect on infantry. (so explosion in the area could perhaps dmg/wound) AA turrets: against airborn targets, minimal effect on vehicles, zero effect on infantry.
The large blaster turret needs to change that it becomes a really close combat weapon, so the range needs to change to a few feet infront of the HAV, no long distances. The large railgun, is still the turret for longer distances, but it should also get a decrease in range to a 30-80 feet infront of HAV. Missiles turrets wil become the weapon for long distances, but there damage ratio is alott smaller then the other two. The small turrets would be like there larger counterparts. Small blaster 0-20 feet, rail 20-50 feet, missile 50-100.
Dropships get a new weapon for ground vehicles, could be a bomb or a medium turret. But they will have to choose to either hunt vehicles or infantry, in the sence of turret fitting. (one medium or two small turrets). But us HAV drivers won't be without our defences. So we get the ability to choose a large AA turret. If we do choose this we are at risk at beeing killed by other HAV's, but it does allow us to deal with dropships better. The AA turret makes it possible to turn a full 360 degrees above us, but like i said at the risk of beeing killed by other's.
The key here is to create a balance we can all live with. For clearly the way things are now in dust, it creates to much friction between nerf and buff. And in Legion i hope that the turrets get there roles for what they are meant to be, not just one gun does it all. Our choices should effect our way of playing. Another thing i would like to see is more turret types. Like the artillery cannon, autocannon, torpedo's, cruisemissiles, fof missiles, laser turrets, etc. Just more ways to kill, only then more balanced.
So any idea's on how we can improve for in Legion?
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