Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
365
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Posted - 2014.06.23 10:13:00 -
[1] - Quote
Blub
To Harpyja and Lorhak, although you both make good points, you both differ on the solution. Harpyja says that we shouldn't have to forego basic things about vehicles that makes them work how they work such as dumping main turret use for HAV's from the pilot to a gunner (kinda one of the main, if not the main points of a HAV). That would imo ruin the vehicle itself. On one hand, you are quite literally forcing that asset to be only used in a very specific scenario, and you know what else is put in said category? the FL, or the PLC (swarms don't count, as they should be able to be able to do same actual damage to vehicles, which atm they do, at least enough to make me run anyways). That's not "specialization", that's making something utterly useless unless in it's upmost optimal situation, and that hardly ever happens.
However, Lorhak says that some of the vehicles, most noteably Marauders were just simply flat upgrades of T I HAV's, and obviously that's not the purpose of a T II thing. It should give up some things in X area, but however make up for it in Y area, technically being better than the T I version of itself, but only in one area, and in another, it can actually excel.
With that said, I think you're both wrong on how to do it, in which the above explains why.
In my opinion, some of the T I and T II (actually most of them tbh) needs to be held back for legion, as Dust doesn't really support the type of gameplay that they could offer. Yet, we need to have them in anyways at least on paper as for how they could work. And another thing, there needs to be a basis of how vehicles are laid out in terms of how T II things are created. So, I've so far thought of this:
There should be 3 "general" types of T II hulls- Assault, Support, and Specialist
Assault: Assault would be the "combat" T II of the hull type. It would have offensive bonuses (aka something to do with making your **** go pew pew better, which equates to whoever you're shooting at's **** go boom boom faster), as well as being better at maneuvering. However, it will have to sacrifice in the eHP.
list of Assault vehicles:
Enforcer HAV
Attack T II LAV (no, the SLAV shouldn't be a goddamn attack LAV, it should be a god at using vehicle based EWAR).
ADS
Tank Destroyer MAV (picture a MAV hull with just a large turret)
Attack LAA (not sure what this should be, maybe the regular LAA gets only 2 light turrets, and this gets 3?)
attack Speeder (speeder with 2 light turrets strepped to the front, and yes, I think a regular speeder should be able to strap one light turret on the front)
Support: Support is the backbone of the battle. Getting us the things we need to go pew pew at the enemy, getting us back in the battle faster (or keeping us there longer), and backing us up when we need it. they get a good eHP to keep from constantly dying, however, they are usually slower as a result, and some (read: anything with logi in its name) gets a turret damage reduction.
list of Support vehicles:
Marauder HAV
LLV
LMV
LDS
Spy LAA (LAA that can use a very shiny camera to spy on enemy movements, and if it comes out, can fit vehicle cloaks, because imo, not all vehicles should be able to fit a cloak)
Hauler Speeder (was thinking that it could pull a box or something behind it for storage out in the field)
Specialist: Specialists are, well special hulls. They cover a certain niche of gameplay, and they do this area well, a area that pretty much no other thing can do, or at least not on that level.
list of specialist vehicles:
BO HAV
Scout LAV
FRDS
Command MAV
Bomber LAA
(blank for speeder, can't decide there, as all the ideas I thought for it weren't very good)
(NOTE 1: about those logi vehicles)
(NOTE 2: The added in vehicles were just ones that I thought of on a tired (read: 28 hours awake) brain. If they are bad, don't judge me ) |