Breakin Stuff wrote:And bluntly if we, the AV players who enjoy a violent, white-knuckle firefight with vehicles that is challenging and rewarding want to see those fights again, not the tug 'a war of superiority we need to start helping the vehicle drivers provide feedback that is more useful than "too powerful, needs nerfing."
I used to log in for the joy of exploding vehicles. It's not as fun anymore.
The vehicles feel less a threat and more a chore right now for me. Dunno how others feel. But I miss marauders in all of their horrible glory.
So, your idea of Vehicle vs Anit-Vehicle balance should be wholly determined through who is more obstinate.
Vehicles all have much improved acceleration than when Marauders existed. So long as something can zip in an zip out of a conflict zone that isn't going to happen
The part where "ADS's are OP" comes from is their ability to 2-3 shot most suits with missiles (entirely because of splash damage) and as soon as they start taking fire they just leave.
Then they set upon for another section of the map and rain down fire from above unimpeded.
Again: Missiles vs Infantry are overpowered as **** and it's directly due to splash damage.
Swarms VS ADS did sit in a nice "Thunderdome" style balance where if they fought to the death only 1 would come out. But that rarely happened because Vehicles are no longer forced into that situation. They can disengage from combat with far too much ease.
Alright. after last update. Maybe not "far too much" as the cooldown on afterburners means the pilot actually needs to be paying attention to their modules
your desired " violent, white-knuckle firefight with vehicles" isn't a possibility as long as they have the mobility that they do.
@Killer-12, What should an ADS's role be?
They should be at the zenith of hit-and-run tactics. They shouldn't have the HP to tank damage like an HAV (be it active or passive). They shouldn't have bonuses to turrets that allow their small turret to outperform large turrets.
They should perform against roof-top forgers as they do now. Swoop in, take out nanohive and uplinks, and come back later. Battle of attrition to kill the FG'ers. wait till their ammo is gone and take them out.
If the pilot is dumb enough to let it happen, a full clip from a forge gun should kill them, even with modules active.
If any of you guys playing in PC before the Flaylock got nerfed, imagine how InsidiousN played.
He had dual Core Flaylocks. His primary activity was going around and taking out EQ. He was in a Scout suit so if he got caught he was in deep ****. However, if he spotted them first, using that OP weapon, he would take them out.
This was before cloaks, before team-shared-LoS scans were taken out, before scouts had their 6th module slot restored
The ADS shouldn't be looking for direct confrontation.