Dalton Smithe
OSG Planetary Operations Covert Intervention
103
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Posted - 2014.07.26 16:57:00 -
[1] - Quote
CCP Rattati wrote:Everyone, as you know we want to make them more durable so they become a part of the strategy and tactics of every battle. Our proposal is that turrets will go from Shield 750 Armor 3.015 to Shield 2.000 Armor 10.000 set well below Supply Depots at 2.500 and 15.000 respectively. We will normalize the AI radius and Weapon ranges as well, in correlation with player bought Turrets. Please share your thoughts, in a civilized manner. And yes, this means that Vehicles will need to manouver and possibly even have teammates hack turrets(teamwork, gasp) before venturing into turret defended areas. And no, we don't hate vehicles, just so that is pre-answered Thanks!
So now HAV's will become even less effective. How is this in line with their purpose? I can understand taking them out of ambush where the only objective is to deplete clones, but in Skirm/Dom, they are supposed to break deadlocks on objectives. They aren't supposed to be squishy, which is what they have become.
Dropships in contrast, which are supposed to be, pretty much reign over the battlefield, raining down death with impunity. It takes a well coordinated team to take out a dropship, where infantry can solo a tank extremely easily...
A dropship pilot takes a hit and flys away, regenerates, comes in again, rinse and repeat....
A tank takes a hit, tries to leave the area, and gets popped before it can reach any kind of cover.....
I only run a tank every now and then, but I have seen my teams tank get popped within moments of coming into an area, by a single player with a forge, or one with a swarm launcher(which are a joke for dropships) |
Dalton Smithe
OSG Planetary Operations Covert Intervention
103
|
Posted - 2014.07.26 21:00:00 -
[2] - Quote
501st Headstrong wrote:Dalton Smithe wrote:CCP Rattati wrote:Everyone, as you know we want to make them more durable so they become a part of the strategy and tactics of every battle. Our proposal is that turrets will go from Shield 750 Armor 3.015 to Shield 2.000 Armor 10.000 set well below Supply Depots at 2.500 and 15.000 respectively. We will normalize the AI radius and Weapon ranges as well, in correlation with player bought Turrets. Please share your thoughts, in a civilized manner. And yes, this means that Vehicles will need to manouver and possibly even have teammates hack turrets(teamwork, gasp) before venturing into turret defended areas. And no, we don't hate vehicles, just so that is pre-answered Thanks! So now HAV's will become even less effective. How is this in line with their purpose? I can understand taking them out of ambush where the only objective is to deplete clones, but in Skirm/Dom, they are supposed to break deadlocks on objectives. They aren't supposed to be squishy, which is what they have become. Dropships in contrast, which are supposed to be, pretty much reign over the battlefield, raining down death with impunity. It takes a well coordinated team to take out a dropship, where infantry can solo a tank extremely easily... A dropship pilot takes a hit and flys away, regenerates, comes in again, rinse and repeat.... A tank takes a hit, tries to leave the area, and gets popped before it can reach any kind of cover..... I only run a tank every now and then, but I have seen my teams tank get popped within moments of coming into an area, by a single player with a forge, or one with a swarm launcher(which are a joke for dropships) It may be me, but your tanker sucks then if a single forge can kill them. Perhaps they got stuck on cover when backing up, overestimated enemy AV, etc. The point a tanker that is trying to solo five AV isn't going to win. Sorry to ruin your parade, but it aint happening. You want to be come death, you get a team to get your back. Otherwise stop trying to return to 1.7. A blaster that catches me out in the open is an assured death. I don't understand your dispersion issues, but i get slaughtered regardless. HAVS are to inspire fear and slay, but they aren't the killing a chines of 70-0 that was 3 months ago. Dropships are worth that investment. 350k with a militia missile? You go down once and you most likely aren't making that isk back. 90k for a tank, you can die 3 times and still cost less than that one ads. I personally like these changes, but in this case then please change the placement of the turrets so it forces the infantry to battle over choke-points. My biggest reference (bridge map. Make a turret right in the middle of the bridge, and then one on either side. A team that controls the middle turret can still get blown up by the other turret on either side. To prevent it from becoming OP, the turrets on either side become Rail turrets, and the center of the bridge is a blaster for destroying infantry and vehicles. If a tank wants to pass the bridge, that turret must be destroyed. It will be off to the side however so if a friendly hacks it, you can still move your tanks across. Tdlr: Change vehicle locations to focus chokepoints. Remove redline installations
The only tanks that cost 90K are militia. Every one of my tanks run at around 350+. So yeah, I don't bring them in very much.
Of course any infantry/dropship pilots are going to love these changes, it makes it easier on them. Everyone hated the fact that it took teamwork to take a tank out(or a jihad LAV), now a single player can take one down without breaking a sweat.
Yeah, if you run a milita tank you should get melted by a blaster, that goes without saying, but when you spend a good deal of money on your vehicle only to see it go up in flame the minute you bring it into play, there is an issue....tanks should not be easy to take out. Any tanker that has their tank popped(if they are running a decent fit) won't see a return on that battle.
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