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Derpty Derp
It's All Gone Derp
193
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Posted - 2014.07.01 17:00:00 -
[121] - Quote
Kallas Hallytyr wrote:As an ADS pilot I would like to see something like this. My only concern is the redline turrets: quite often I/others in profession are driven to do runs into the redline to kill people on missile turrets (spamming the air with infinite range) or railguns nestled just far enough inside to be a major nuisance.
I'm all for turret relevance, but I just need to point Rattati at the redline, because it can be an issue.
^THIS^
Buff that ****, but get it out of the redzone so it's actually part of the game... Currently as an incubus missile pilot I tend to fly to the redzone and wipe out those turrets asap, because they are dangerous as hell... And it's quite a challenge for some that are nested deep even though they have low hp. |
Temias Mercurial
Knights Of Ender
105
|
Posted - 2014.07.01 18:33:00 -
[122] - Quote
Litany 0f Fury wrote:TEBOW BAGGINS wrote:axINVICTUSxa wrote:CCP Rattati wrote:I have thought the same, interesting to hear other peoples thoughts. Would make tanks less "run around and two-shot all the installations first" and actually have to worry a little about them. Actually, I differ on this slightly. I feel that just as there are 80 GJ Blasters and 20 GJ blasters and such sizes of turrets, there should also be "Small Installations." In HALO, they would have strategically placed Plasma Cannons at random points of the map. Maybe something similar would be nice. While destroyable, they have a decent amount of eHP. If anything, destroying small installations should net an insta kill if a person is manning the small installation. However, just as with Large installations, users can still be shot off. As for turret placement, I think large open maps (I really do not know any of the map names) but perhaps Peaks, Overlook points of some sort, Cities (especially on building balconies, where I can see there being a use of some sort). I see more uses for a forge gun now, countering these turrets would be difficult for anything less than a sniper/rail rifle/forge gun. What do you think? once we retrain to hotdrop troops and kill the operator/RE the turret they will be back here demanding some kind of force field while manning turret it takes 9 XT-1 small missles to destroy turret, if it only takes 16 after an EHP buff i could get behind that but another buff to make the turret shoot straight up/90 degree, plus an EHP buff is what bothers me most. this would effectively render dropship useless vs turret and force pilots into a tanking role when we already struggle to eliminate turrets each map. the biggest issue the CCP is not acknowledging is %30 of turrets are located in redline- those are the turrets we struggle to destroy because we have to fight the redline juvenile redline at the same time as we fight the turret. if the turrets get buffed then they should remove half of them and remove them from the redline. I agree that a assault dropship should eventually be able to take out a missile turret on its own but it would have to spend a bit of time doing it. If it was not maned then the turret would defend itself in the normal way they do now, causing the ADS pilot to move and therefore make it more challenging. It would therefore be more efficient to hotdrop a small squad in. Either that or coordinate attacks so that scouts take out all AA (missile) turrets before going in with ADS to transport, harass, take out other turrets, which wont be able to shoot up, and generally do your thing. This as you say would not be possible without either (preferably both) getting rid of all turrets in the red line or changing turret weapons to the same stats as basic vehicle weapons. However i completely disagree with the ideology that by using those ridiculous XT-1 missiles, you should be able to take out and have free rain at destroying all targets from tanks, infantry and turrets with only having to worry about the occasional group of AVers.
Turret angle is fine, it does not need to be increased, otherwise they won't have a weakness with a strong AI and power. The only safe place for a dropship to be is way up in the sky, where we are completely useless when turrets can lock onto you from every direction.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
170
|
Posted - 2014.07.01 20:50:00 -
[123] - Quote
Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships.
I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches).
So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached).
If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map.
When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze,...but the area is littered with three or four installations---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys.
See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work.
The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain.
The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Litany 0f Fury
Revolution of Evil Henchmen
21
|
Posted - 2014.07.02 12:23:00 -
[124] - Quote
Temias Mercurial wrote:Litany 0f Fury wrote:TEBOW BAGGINS wrote:axINVICTUSxa wrote:CCP Rattati wrote:I have thought the same, interesting to hear other peoples thoughts. Would make tanks less "run around and two-shot all the installations first" and actually have to worry a little about them. Actually, I differ on this slightly. I feel that just as there are 80 GJ Blasters and 20 GJ blasters and such sizes of turrets, there should also be "Small Installations." In HALO, they would have strategically placed Plasma Cannons at random points of the map. Maybe something similar would be nice. While destroyable, they have a decent amount of eHP. If anything, destroying small installations should net an insta kill if a person is manning the small installation. However, just as with Large installations, users can still be shot off. As for turret placement, I think large open maps (I really do not know any of the map names) but perhaps Peaks, Overlook points of some sort, Cities (especially on building balconies, where I can see there being a use of some sort). I see more uses for a forge gun now, countering these turrets would be difficult for anything less than a sniper/rail rifle/forge gun. What do you think? once we retrain to hotdrop troops and kill the operator/RE the turret they will be back here demanding some kind of force field while manning turret it takes 9 XT-1 small missles to destroy turret, if it only takes 16 after an EHP buff i could get behind that but another buff to make the turret shoot straight up/90 degree, plus an EHP buff is what bothers me most. this would effectively render dropship useless vs turret and force pilots into a tanking role when we already struggle to eliminate turrets each map. the biggest issue the CCP is not acknowledging is %30 of turrets are located in redline- those are the turrets we struggle to destroy because we have to fight the redline juvenile redline at the same time as we fight the turret. if the turrets get buffed then they should remove half of them and remove them from the redline. I agree that a assault dropship should eventually be able to take out a missile turret on its own but it would have to spend a bit of time doing it. If it was not maned then the turret would defend itself in the normal way they do now, causing the ADS pilot to move and therefore make it more challenging. It would therefore be more efficient to hotdrop a small squad in. Either that or coordinate attacks so that scouts take out all AA (missile) turrets before going in with ADS to transport, harass, take out other turrets, which wont be able to shoot up, and generally do your thing. This as you say would not be possible without either (preferably both) getting rid of all turrets in the red line or changing turret weapons to the same stats as basic vehicle weapons. However i completely disagree with the ideology that by using those ridiculous XT-1 missiles, you should be able to take out and have free rain at destroying all targets from tanks, infantry and turrets with only having to worry about the occasional group of AVers. Turret angle is fine, it does not need to be increased, otherwise they won't have a weakness with a strong AI and power. The only safe place for a dropship to be is way up in the sky, where we are completely useless when turrets can lock onto you from every direction.
I disagree, the angle would have to be increased otherwise you would not be able to get rid of red line turrets with the ridiculous range, as there would be no counter turret for aerial vehicles. Once the red line turrets have been taken out the picture you should be able to retreat to your own red line with little trouble, but that's not really the point. I don't think the current AI activated turrets are that effective. With no manual take over a dropship pilot should easily avoid incoming missiles. As far as i know an AI turret usually only attacks you when you attack it first, so this should be avoidable. Even when the turret is maned the further away you are the easily you should be able to avoid incoming missiles. This would lead to Dropships having avenues of opportunity which is what CCP were trying to do with vehicles.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
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Litany 0f Fury
Revolution of Evil Henchmen
21
|
Posted - 2014.07.02 12:49:00 -
[125] - Quote
CELESTA AUNGM wrote:Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships. I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches). So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached). If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map. When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze ,...but the area is littered with three or four installations ---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s ---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on ---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire ... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys. See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work. The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain. The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
I tend to agree with most of this however it would only be possible if the Turret stats are the same as vehicle turret stats (range ect.) in my opinion. Therefore specifically Rail installations can not then destroy all installations and vehicles across the entire map, which is one of the major problems with installations at the moment apart from their pitiful health and large WP payout upon destruction.
I do think your scenario can still be achieved without engulfing a installation in the red line but have it just outside perhaps covering major road links on the map which would make more sense from a immersion point of view. It doesn't make a lot of sense to me having several defense installations so far away from what they are supposed to be defending (the complex your fighting over). Unless of course you take the view of them dropping in because the battle is taking place.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
172
|
Posted - 2014.07.02 17:14:00 -
[126] - Quote
Yes, Litany... you're identifying a tricky thing with Dust 514. We console players are "WICKED", we rapidly detect patterns or glitches in the sessions of a game title, grin to ourselves, and EXPLOIT IT faster than a duck can poop! (Someday, I'd like to find out if PC players are as good at finding 'exploits' in their games as consolers are in ours...could be interesting data).
I THINK (could be wrong) that CCP would want small-turrets (vehicle-mounts) and large-turrets (not to be confused with what we call installations) to always be two slightly overlappng species. In the small-turret species, there really isn't a drastic champion in range or EHP, because the type of moving platform we choose to fit them on substantially effects how lethal each one ends up. (I think when most players say the XT-1 missile is the "best" turret, they're really just responding to the fact that it's the only turret type that will forgive you for mounting it on the back of a drunk-bucking bronco bull, and will still get reasonable kills for you while you're sloshing around. LOL) .
In the large-turret species, there tends to be an argument that the RAIL is the best turret to mount on your HAV as soon as you can afford it. (The large-blaster and large-missile heads MAY be something most vehicle players resort to because they don't have the ISK/SP to fit the good Rails yet, or because sometimes you just want a "disposable" turret on your HAV).
I suggest treating the "installation" as a distinct THIRD species. Since it's something that (for now?) is not bought or fitted in the game by PLAYERS, like the HAV/Lav/DS turrets, it has a right to be given its own distinct stats that don't need to overlap or relate much to say the HAV's stats.
To deter stand-off sniping, keep the range of any Installation type substantially LONGER than the its HAV (large-turret) version. This would give it an advantage over the HAV turret weapon. (The HAV turret weapon already has an advantage over the Installation by being MOBILE on the map). Hence, the BLASTER installation would have a noticeably longer reach (range) than the Blaster-turret an HAV driver could buy. The MISSILE installation would have a longer reach than the HAV's Missile-turret, and the RAILGUN installation longer reach than the HAV's large-Railgun turret. This way the HAV will always have to risk itself in order to "snipe" most installations.
(This would reinforce MY personal feeling about choosing to use installations and vehicles in a fight: if you want to stay way in the back-edge of the map and sniper at folks with the biggest non-handheld weapon you can find, you ought to be allowed enough reach to kill the enemy 3-fifths across the map, but only harass/frighten/suppress an enemy at 4-fifths distance, and NEVER be able to touch reds at the other end of the football field. If you want to DESTROY someone that far away and stay out of retaliatory reach, only a true sniper rifle should give you that privelege---the rest of us should be foreced to step in closer and risk getting killed in return, if we want to be a merc).
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Temias Mercurial
Knights Of Ender
107
|
Posted - 2014.07.02 17:38:00 -
[127] - Quote
CELESTA AUNGM wrote:Yes, Litany... you're identifying a tricky thing with Dust 514. We console players are "WICKED", we rapidly detect patterns or glitches in the sessions of a game title, grin to ourselves, and EXPLOIT IT faster than a duck can poop! (Someday, I'd like to find out if PC players are as good at finding 'exploits' in their games as consolers are in ours...could be interesting data). I THINK (could be wrong) that CCP would want small-turrets (vehicle-mounts) and large-turrets (not to be confused with what we call installations) to always be two slightly overlappng species. In the small-turret species, there really isn't a drastic champion in range or EHP, because the type of moving platform we choose to fit them on substantially effects how lethal each one ends up. (I think when most players say the XT-1 missile is the "best" turret, they're really just responding to the fact that it's the only turret type that will forgive you for mounting it on the back of a drunk-bucking bronco bull, and will still get reasonable kills for you while you're sloshing around. LOL) . In the large-turret species, there tends to be an argument that the RAIL is the best turret to mount on your HAV as soon as you can afford it. (The large-blaster and large-missile heads MAY be something most vehicle players resort to because they don't have the ISK/SP to fit the good Rails yet, or because sometimes you just want a "disposable" turret on your HAV). I suggest treating the "installation" as a distinct THIRD species. Since it's something that (for now?) is not bought or fitted in the game by PLAYERS, like the HAV/Lav/DS turrets, it has a right to be given its own distinct stats that don't need to overlap or relate much to say the HAV's stats. To deter stand-off sniping, keep the range of any Installation type substantially LONGER than the its HAV (large-turret) version. This would give it an advantage over the HAV turret weapon. (The HAV turret weapon already has an advantage over the Installation by being MOBILE on the map). Hence, the BLASTER installation would have a noticeably longer reach (range) than the Blaster-turret an HAV driver could buy. The MISSILE installation would have a longer reach than the HAV's Missile-turret, and the RAILGUN installation longer reach than the HAV's large-Railgun turret. This way the HAV will always have to risk itself in order to "snipe" most installations. (This would reinforce MY personal feeling about choosing to use installations and vehicles in a fight: if you want to stay way in the back-edge of the map and sniper at folks with the biggest non-handheld weapon you can find, you ought to be allowed enough reach to kill the enemy 3-fifths across the map, but only harass/frighten/suppress an enemy at 4-fifths distance, and NEVER be able to touch reds at the other end of the football field. If you want to DESTROY someone that far away and stay out of retaliatory reach, only a true sniper rifle should give you that privelege---the rest of us should be foreced to step in closer and risk getting killed in return, if we want to be a merc).
Except that you unlock Railgun turrets before you unlock missiles, so there is no excuse that you could not fit a decent or proper railgun on a tank... and Missiles can rip through tanks, and they are not forgiving. Also, railgun installations do not need increased range, the result of that has already been demonstrated after 1.7.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
172
|
Posted - 2014.07.02 21:01:00 -
[128] - Quote
Hi, Temius!
But, keep in mind... Railgun installations in Patch 1.7 had a FULL map-reach (5-fifths the length of the map, by my terminology). I remember railguns knocking off railguns from the far ends of the map during the first 30 seconds of some skirmishes---You ARE right that we don't want to do that again. The maps are just too small for that.
But a rail installation with 4-fifths a range AND a thinner shield/armour than other installation types, will make it a weapon that can be VERY dangerous, but only for a short period of time:
AVers, HAVers, and DS gunners looking to farm will try to concentrate on them earlier because their "squishiness" makes them much easier to kill than the Missile or Blaster types.
Rail installations located in the middle areas of the map will be hacked and destroyed first in a hurried scramble to either hold areas you just claimed, or clear the way for your heavy vehicles to traverse the middle of the map.
The remaining Rail Installations near the extreme (safe) goal posts of the football field will be the only ones to last the entire match, and by way of their distance and limited clear-line-of-fire, will only be able to do what a big, stationary gun is supposed to do,... hammer anyone careless enough to parade her vehicle down the open corridors of the battlefield without forethought.
Making the rail installation as (impotent?) as it currently is... is just not a solution to balancing things. The rail is a slow ROF, high HP device, and with the exception of the shotgun, all weapons in Dust of that profile TEND to sell "very far range" as their bonus quality. The technology presented in Eve lore makes it sensible for the Rail installation to be a super-long reach killer----just curb its invincibility by introducing other offset weaknesses, not by eliminating what is practically its only strength.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Sylwester Dziewiecki
Interregnum.
320
|
Posted - 2014.07.03 07:24:00 -
[129] - Quote
I want AAI(Anti-Aircraft Installation), with is set on angle to kill air vehicles but not ground one 15-90*.
Nosum Hseebnrido
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
856
|
Posted - 2014.07.06 04:12:00 -
[130] - Quote
CELESTA AUNGM wrote:Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships. I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches). So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached). If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map. When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze ,...but the area is littered with three or four installations ---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s ---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on ---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire ... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys. See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work. The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain. The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
A single dropship redlining a base without any ground support === very bad. If you have to be inside of 2 or more turret's LOS AND they have to be manned and targeting you, just so the turrets can be of any kind of threat... that is also bad. Dropships can already just hover above almost any target they want and fire away with impunity, if you don't actually plan your route, or plan your assistance, you should be punished for it.
Also, having a dropship swing in over a turret's angle of attack, to bomb it to bits is incredibly easy, you just fly OVER the range the railgun or turret can fire, then hover downwards in the dead zone for a free kill. No challenge at all. The only time the dropship is in range of the turret's guns is when it is directly above the turret, and it cannot turn to hit that.
The fact that I have to rely on another person, or possibly, only use a turret when running an AV suit is quite a detriment. That would be like a tank firing down into a valley on a dropship, but the dropship cannot gain altitude nor steer because of a downdraft. For both situations, the only choice is to abandon the machine and either have the ability to fire back as infantry, or let it blow up and run away.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
921
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Posted - 2014.07.06 04:42:00 -
[131] - Quote
Agreed, I've kept entire areas of the map locked down with good blaster and rail installations. (missiles are never on the front line, make them random) only to have the infantry call in a tank that 3 hits my turret and I have to exit it because you can't defend yourself in time.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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