Kallas Hallytyr
Skullbreakers
901
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Posted - 2014.11.07 19:13:00 -
[1] - Quote
Apothecary Za'ki wrote:on behalf of every one who has ever been abused by vehicles in the past.. BWAHAHAHAHAHAHAHAHAHA!!! sucks dont it? I love how idiots like you forget the AV horror of 1.6 and earlier. 400m swarms with more damage, 600m Railguns sitting in the redline, faster firing FGs...
1.7 was an abortion of a balance patch and where we are currently is a lot better, but AV has had it's time being ridiculously broken. You just seem to never admit that and take it as a given that you deserve to kill vehicles with one swarm missile or something.
Personally, I hate the Depot switching whether I'm in a vehicle or on the ground. You can do it too often, too quickly and with little/no downside. I think if you've taken damage in the last 3 to something seconds, you shouldnt be able to switch. If the Depot is that heavily contested, you shouldn't be allowed to get a few moments of invincibility (I've actually fought people for a good few seconds afterwards that took no damage, even when moving and murdering me and my allies) as well as max health, on what is most likely a Sentinel...then immediately switch back to whatever suit you were before.
My favourite idea is that you keep the percentages of your shields/armour from your previous suit. So a Scout that has 0% shields/5% armour - let's say that equates to 0/100 shields and 5/100, just for simplicity - the Sentinel they jump into only has 0/500 shields and 25/500 armour. If they switched back, same deal: the Scout still has 0/100 and 5/100. Might need something else, like adding armour repping radius for dropsuits as vehicles get.
Edit: As an avowed and vehement ADS pilot, I should point out that I have no problem with people switching to AV, just that depot switching to get full health/invincibility is BS and broken as balls. Also, I would love it if pilots of all vehicles had a 3-5 second delay in jumping out. I, 90% of the time, go down with my ship unless I'm, 1) in a position to call in a new ship, 2) in a tactically useful situation (able to drop and hack a point) or 3) able to kill the AV suit (and considering my pilot suit is equipped with a single SMG on a scout suit, that's pretty limited.)
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
910
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Posted - 2014.11.08 12:22:00 -
[2] - Quote
Will Driver wrote:I'd rather see teams develop tactics to cope with these advantages, not remove the advantage. For instance, how about having your blues capture the supply depot before you go near it? Or how about blowing it up first? Biggest problem here is that the depot is exploitable: switch to sentinels, spray bullets, step back, switch to new suit, spray bullets, step back, switch suits...
It's irrelevant whether we're talking about AV or just switching suits in general: it's exploitable and removes certain elements of skill from gameplay.
Pocket Rocket Girl wrote:Sure no problem then i propose that tankers take 5 seconds before getting out of their tank. when at 1/2 armor so you can just jump out right before your tank goes boom or even a quick time event would be cool i think Done. As a pilot, I wholeheartedly agree: with LAVs and DSs passengers should have a shorter wait time, but LAV/HAV/DS pilots should all have a good 3-5s wait when trying to get out.
Joel II X wrote:Those 5 or 6 guys are sacrificing something to take down a single pilot, so no. I think you mean 1 or 2 guys. AV has rarely been in a better place.
Alt of Halla Murr. Sentinel.
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