Derrith Erador
Fatal Absolution
2969
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Posted - 2014.11.03 17:44:00 -
[1] - Quote
After giving some thought, and some research to this, I've decided to make yet another AV vs V thread.
I'll start with AV:
For forges: Damage is currently alright the way it is. I personally would like to see them get a minor buff to range. Nothing too extreme though.
For PLC: I personally believe that making a variant for AA would be the best solution. It, in my thoughts, would be like this.
Smaller splash Smaller round 2 clip magazine a little less damage higher speed lower drop
In theory, this should make a good AA variant to the PLC. Keep in mind that's in theory.
For Swarms: I just sold my soul to the swarms, and after trying it out in a few matches, I got quite a few beefs with this weapon.
Issue 1: Did you know that at STD level that your swarms lock box is 16x larger than a forges hit box? The sizes compared are as follows:
STD: 16x forge, 8x PLC ADV: 20x forge, 12x PLC PRO: 24x forge, 16x PLC
Issue 2: I decided to test this weapon out further and found some interesting results. Apparently the swarm can still lock on to a vehicle, even when it is outside of the the lock box. I tried this against a tank, LAV and an DS. So not only is your lock box 16 to 24 times the size of a forge crosshair, you get a bonus outer area one.
issue 3: whenever I have to evade swarms, I usually have to do one of two things.
A) Fly insanely close to a building. That would be fine, if not for one thing. I've seen swarms fly through the buildings edge. It doesn't help that much.
B) Whenever buildings aren't an option to me, I have to employ a technique that is by far the most difficult move to master in the ADS, simply because of the amount of control required for the move, and the impeccable timing I need.
I wrote this move down when making a guide to ADS:
Derrith Erador wrote: Bella's Dance: I named this move after watching an anime where this ballerina (or maybe a gymnast, I don't know) was jumping and she did this midair cartwheel, but sort of diagonally. Didn't care what her name was, so I called her Bella.
The move starts off: Hitting the AB, pulling back on the left stick, while holding L1, and holding right on the right stick. When about to do the turn, push the left stick forward, letting go of right stick, keep accelerating. After that, you'll have to turn around, while still flying in the same direction. To do this, You have to push right on right stick, while pushing to the upper right of the left stick, while keeping your L1 and L2 well controlled. You'll need to also move your left stick up and down as needed. WARNING: Do not tilt too much when doing this, you will ruin the move. Once you've got the backdraft in, you'll need to wait for the swarm to be about 10 meters away. What you'll do is hold the right stick right, while pushing the left stick to the upper right, and using L1, and switching to L2 halfway through, adjusting your left stick as needed.
Add to the fact that I have to be a fair distance from the swarm to pull this off effectively.
My main problem isn't the fact that this move is so difficult, it's the fact that the move you use is hold R1 for 1.05 seconds, release, and occasionally jump or strafe. Comparing it to that, no contest.
Issue 4: When using the forge and PLC, I noticed that when charging them up, you suffer from lower strafe. Swarms suffer no strafe whatsoever.
I'm going to go ahead and let the swarmers tell me exactly why all this is need for the trade off of maybe 300 to 500 (ballpark) raw damage compared to PLC and forge, but I probably won't be convinced.
Issue 5: This issue is not the fault of AV, but there are plenty of glitched areas where you can drop equipment, and infantry can stand on top of them, but rifle rounds, MD shots and ADS rockets sometimes miss or fall through them. Kind of ticks me off, because in those areas, forges and swarms have the unfair advantage of me not being able to hit them. Again, not their fault.
Note: I'm not saying get rid of all of this, but you don't need all this for 300 or so raw less damage per compared to other AV.
Now on to vehicles:
Tanks: If the fact that the redline was still alive and well, I'd be for giving it a range buff. But as it is, there are people who camp a rail installation in their red zone for the whole match doing nothing, with 12000 EHP might I add.
Missile tanks: I've heard people say that taking away some splash damage and giving it some extra splash radius would make it better, but I'm not sure.
ADS: There are two main issues surrounding this.
Issue 1: ADS is a PG intense role, we need lots of PG for good fits. Python does not have that. On the flip end, there is no reason to skill that much into shield fitting OP. proposed solution, lowering the CPU would help in skilling more into our fitting OP, while buffing our PG a small amount. Note you do not want to buff it too much, I can easily make an OP fit with too much PG, keep that in mind.
Issue 2: I'm going to stand by saying increasing our ROF to 5%. But I've also heard alternate solutions to our bonuses.
Python: Extra splash radius- I don't really like this idea. Main reason is that this will more than likely cause increased amount of TKs in PC and FW from ADS pilots, causing us to get kicked.
Incubus rail: Damage buff: I would be fine with this, if it weren't for one issue. Side gunners are still sniping people with rails. So if this the route you choose, you should add a "shake effect" to door guns to keep them from sniping reds.
incubus blaster: This is where I think you should change the bonus. Currently, ROF is hurting blasters. Change the bonus to dispersion, and give them MOAR RANGE!
R&B gets more kinky with every album Still rocking ADS
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