KEROSIINI-TERO
The Rainbow Effect
1205
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Posted - 2014.08.02 12:20:00 -
[1] - Quote
True Adamance wrote:With the more recent changes to the HAV Skill Tree's I have often found myself wistfully looking back at what we had in the past, and what that led me to realise is that much of the HAV's potential and sense of progression is now lost.
What I mean by this is that the HAV tree lacks real incentive to put your SP into the role, with the attempted tiericide and rework of vehicles to achieve waves or opportunity all we have done is seen HAV go through the motions of being ultra powerful against AV and a new meta where every HAV was the same and low SP HAV could dominate the field with relative ease.
I suggest this being a heavily skilled tanker..... who this morning realised that I have less than 1 Million SP in vehicle Command....and only Level 1 in HAV command being a pointless skill.
I propose now with HAV and AV in a more balance place, and little for CCP to lose at this late point in the game, that the removed Enforcer HAV be restablished as the "next tier up" of HAV equivalent to Assault Dropships. I also propose that HAV Command skills be broken back down into their racial options, meaning HAV pilots require the requisite skills to be able to field specific HAV.
In order to do this new skills...or old ones.... would have to be implemented.
HAV Command
Vehicle Command- Allows Access to Militia/ Standard HAV (perhaps redesignated Sica and Soma)
Caldari/ Gallente Heavy Attack Vehicle Command- Allows Access to the ADV Tier Racial HAV (The Gunlogi and Madrugar)
Caldari/ Gallente Enforcer Command- Allows Access to the Prototype Tier Racial HAV and provides the following bonuses per level
Caldari Enforcer HAV LVL 5: +2-3% to missile damage and range per level; +2% maximum zoom per level Gallente Enforcer HAV LVL 5: +2-3% to blaster damage and range per level; +2% maximum zoom per level
The Enforcer Hull
Prior to the decreases in HAV Hull price the Enforcer HAV used to sell for about 1,277,000 ISK before Modules and Turrets, usually ending up around about 2.5 or more Million ISK being the most expensive vehicle in the game.
I would suggest that with the reintroduction of Enforcer HAV the Hull cost of each Enforcer HAV should sit around 636,000 - 757,000 ISK (with other HAV hulls increasing in price to match roughly across the tiers) before modules and turrets. In addition to this both the Enforcer hull should receive slight boosts to their predessors stats in terms of CPU and or PG fitting capacity alongside and additional slot to their racial tanking type (high for the Caldari and a Low for the Gallente.)
Gunnlogi Shields-2650 Armour-1500 PG- 2120 CPU- 845 High Slots-3 Low Slots- 2
Falchion Shields-2650 Armour-1500 PG- 2438 (15% increase) CPU- 972 (15% Increase) High Slots-4 Low Slots- 2
Madrugar Shields-2650 Armour-1500 PG- 2490 CPU- 475 High Slots-2 Low Slots- 3
Vayu Shields-1200 Armour-4000 PG- 2676 (7.5% increase) CPU- 570 (20% increase) High Slots-2 Low Slots- 4
I certainly feel like the re-integration of Enforcer HAV into the game would bring a bit more interest back into HAV piloting as a high risk and highly customisable role that allows players to being their role using the basic Sica or Soma variant, move on to the main Gunlogi and Madrugar tier, and take that beyond if they settle in the role to become top tier and dedicated Tankers.
Please consider this.
I also ask my fellow forumers, especially AVer's like Atiim and King Checkmate to comment. I value that sort of imput a great deal.
As the original suggestion stands in OP:
That would be a very VERY bad thing to recreate infinitely better tiers of tanks. A return to the dark ages.
What are the reasons for such a strong reaction? Please note that in OP above the 'Enforcers' better, better and not a single attribute is weaker. PLUS having an extremely hard skill bonus (damage!!!!!) make lower tier tanks obsolete.
By creating higher tiers, you are creating a pariah of lower tiers, which are a joke everytime someone is seen using one. "Dude, do you even Vayu?"
And no, isk or SP price ticket is not gameplay balance factor.
Am I hostile to idea of new tanks? Definately not, they are most welcome if they are new variations. Variations with some attributes better - and some weaker.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1207
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Posted - 2014.08.03 13:21:00 -
[2] - Quote
Racro 01 Arifistan wrote:could divide the higher tank tiers into enforcers and marauders.
Enfrocer class HAV's; maximise dps/range. while having normal hp at the expense of speed and maunverbilty. slightly increased fitting to allow for decent tank and proto turret. 3% bonus to racial turret damge/range/zoom. (vayu/falchion) hull price 500-550k
Maruder HAV's: maximises defence with slight boost of 2% to damge for racial turret. as well as 3% reduction in cooldown time and 1 or 2% resistence increase for races preferred tanking method for hardners. has more hp than std havs as well as fittng. to compensate for the heavier defences is even slower than both enforcers and std havs. has increased fitting costs to allow for full proto lrg and sml turrets as well as complex fitting. (Vayu/Sagaris) hull price 600k
how ever the base pwrgird/cpu should not accomadte proto/compelx fittings off the bat. rather they are increased slighty base wise and puts emphisie into speccing into vehicles.
HOW THE PROGESSION SHOULD GO.
Vechile command 5> hav operation 3> racial hav 5> racial marduer/enforcer havs unlocks vehicle skill allows use of std havs increases speed 1%(caldari) and turn rate 2%(gallente) as stated above
to clarify why racial hav skill should increase speed for gunnlogi is quite simply because it is absoltey slow. and the madruger just has ahorrible abillty to turn. racial skill aslo affects that races higher tiered tanks. dose not affect millita tanks.
Still that horrid damage bonus on that suggestion. All should remember that damage bonus most likely will dictate tank vs tank gameplay. Permanent bonus is, well... Permanent. 24/7.
Rather than that, give the variants an extra slot and make the tankers at least fit a damage mod if they want extra punch. It has to be managed and chosen when to use it, you know.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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