Lazer Fo Cused wrote:1. The very old blaster we had with a single dot and when it turned red you got a hit was more accurate than what we have now which is essentially and inaccurate HMG which has worse range, every 2nd shot misses without fail and an overheat mechanic which can make the dispersion so large it will miss an LAV at 50m
2. The old blaster got nerfed because 'we were too accurate' and got high kill counts when no AV turned up against us and the enemy let us run riot
3. The old blaster in Chrome days was perfectly fine for taking out other tanks, add in a heat sink and a dmg mod and away you go while it also kept its anti infantry role, tho couldnt see infantry 50m in front so it didnt pose too much of a threat at the time
4. So if all large are anti vehicle then all small need to be anti infantry and with anti infantry they will need to be able to fire a damn decent range since FG can be 300m out, SL 175m, let alone rendering
5. If i have to fit small turret to defend myself from AV does my tank get a buff and better PG/CPU so i can actually fit some defences espc in the case of the maddy
5a. Does small turrets get a range buff since 300m FG is on par with the LARGE railgun
5c. Rendering needs to be improved with small turrets
6. Since im forced to run small turrets will the HAV get a EHP buff? or any buff but the answer would be no from ccp
7. Since i need to run a crew, 3man for my HAV, will it take 3 AV to kill it? Cant seen infantry getting behind that one since they have fought for a milita SL to destroy everything in one hit
I'll allay some of your concerns.
Firstly I am not trying to turn the Blaster into an exclusively AV weapon. With this proposal I had two key thoughts in my mind.
1.) How can we better represent the ideal/paradigm of a main battle cannon on the Gallentean HAV and make it role appropriate.
2.) How can we bring its DPS up to a more respectable level and make it compete more directly with Shield HAV.
Now I do remember the old time where we had dot blasters and in some respects I can accept that yeah we did get too accurate with them (that was a matter of skill and target stupidity though) and yielded results better than should have been our role.
I do intend to address the ranges of turrets in other posts and suggest that once we start moving in a direction that sees turrets in positions where they are primarily anti vehicle weapons that we adjust and balance the ranges that each turret should have which depending on implementation could vary with the weapons own statistics.
Addressing point 5.) all tanks throughout history have been equipped with machine gunners, either on the forward hull or cuppola. This is an ideal that I believe should translate into Dust 514. While I did say I wanted to make the HAV primarily and AV unit that does not mean I wish to completely remove AI capacity from HAV which I why I am suggesting we shift focus to AoE splash damage and skill shotting infantry as the primary means AI work.
My ideals in suggesting this are
- Direct hits will kill outright or wound significantly
-AOE splash reflects the power and impact of your weapon allowing you to bombard static emplacements.
HAV will not get EHP buffs for fitting small turrets and there is no reason vehicle pilots should. Vehicles have 3 turrets slots and their use should be incentivised rather and deincentivised.
Unsurprisingly I love running 3 man HAV and from extensive experience doing it I can suggest that again there is no reason you should ever have additional EHP for manning a tank. When you mout 3 players in an HAV you gain the benefits of having 3 pairs of eyes, two anti infantry guns independent of your own main gun, and depending on your turret choices anywhere between 2300 and 5000 DPS when fire is focused.
e.g- Current Ion Cannon with 2x Particle Cannon = 975 + (2x 578) = 2131
Xt-201 Missile Launcher with 2x Particle Cannon = 3500 + (578x2) = 4656
A highly skilled tank should be a tool players want to use and not and invincible death factory.
It is already more effective in Shield HAV to fit two small turrets and switch to those vs infantry for fast tracking, high alpha, precision weapons....with arguably wonky hit detection.