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LUGMOS
YELLOW JESUS EXP FORCE
1004
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Posted - 2014.12.02 23:26:00 -
[1] - Quote
So in the light of this question, what about vehicles pisses you off?
1. If you don't kill it, they go 30-0 and lose no ISK? 2. Is it because they instagank you? 3. Is it because all they're good for is camping CRUs? 4. Is it because they have no defined role? 5. Is it because they die too quickly to make a difference? 6. Other? And please explain what.
I will also post a possible solution if my suspicions are correct in the second post, which shall be reserved.
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1004
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Posted - 2014.12.02 23:27:00 -
[2] - Quote
RSVP
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.02 23:30:00 -
[3] - Quote
Toobar Zoobar wrote:vehicles don't... annoy me. Swarms annoy me. Dam it! Forgot to do a vehicle one...
EDIT: Got it
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.02 23:39:00 -
[4] - Quote
Henrietta Unknown wrote:I get annoyed if the vehicle was halting an advance or hampering a defense of an objective. Apparently, all hostiles that perform effectively are targeted.
Or if it has killed me several times and/or seriously hampering team progress.
Or if it's pricey and operated by a pretentious pilot. Goodbye Gunny with a Particle Cannon... So, it pisses you off it it does its job as Infantry suppression? Do you think it should be just that, suppression, but not able to outright slay? Just hampering Infantry advance?
This is good! My suspicions are leading someplace... Muahahaha!
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.02 23:44:00 -
[5] - Quote
TYCHUS MAXWELL wrote:They usually attract my attention because typically when I ignore vehicles the blueberries feed them corpses. If I didn't have to worry about being cloned out by Mcnobrain with 0/16 as their score I would just avoid vehicles. After all most are pretty easy to avoid and ignore, its just the hapless retards will lose the game for us if I don't get rid of them 9/10 times. So another who thinks it shouldn't be outright killing, but just a pain to infantry. OK! Nice!
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.02 23:46:00 -
[6] - Quote
True Adamance wrote:-stuff about unfulfilling SP stuffs- So a lack of customization and defined roles, right now they have little "fun", as it is nowadays mostly about staying alive than doing something for your team.
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LUGMOS
YELLOW JESUS EXP FORCE
1005
|
Posted - 2014.12.02 23:53:00 -
[7] - Quote
Xocoyol Zaraoul wrote:LUGMOS wrote:For pilots: 1. When a tank on the enemy team appears, are you reluctant to field your own in fear of death? 2. Do you feel AV should be a thorn on your backside, while other vehicles the real threat? 3. Should Forge Guns be more effective than swarms? 4. Should Plasma Cannons be more effective than swarms? 5. Do you think AV or Anti Infantry is your primary role as a HAV/ADS pilot?
I will also post a possible solution if my suspicions are correct in the second post, which shall be reserved. 1.) I yell out in glee and hunt the bastard down, hoping he'll call in yet another one so we may continue the dance until the match ends. 2.) AV should be a legitimate threat and capable of pulling off lethal ambushes in solos or concentrated obvious assaults in groups. 3.) Forge Guns should be more lethal then Swarms, it's a Heavy Weapon god damnit, all heavy weapons should be better then lights otherwise what's the point of using a dumb heavy? 4.) They should be a bit less effective then swarms since swarms CAN NOT engage infantry where as a PlC you can defend yourself with rather well, balance in all things. 5.) AV is my primary role as an HAV pilot, my last match I had 8 kills three assists and almost four thousand warpoints. I use a Large Railgun almost exclusively and I take it upon myself to clear rooftops via hills and deny the enemy of air support as well as transportation (And nothing in this game compares to murdering another HAV operator). I also reserve the right to take out any and all installations which my team is demonstrating an inability to capture. Sincerely yours, a Closed Beta Vet from the start. OK, now we're talking.
So would you agree with the below statement: An HAV's primary role should be to destroy other vehicles and provide infantry suppression, only outright killing if the infantry stay in fire too long, but nothing ridiculously long. They would hamper enemy movement by destroying LAVs and possibly dropships, and by scaring the infantry to stay in cover.
Or would you disagree with parts of it? Which parts?
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.02 23:57:00 -
[8] - Quote
TYCHUS MAXWELL wrote:LUGMOS wrote:TYCHUS MAXWELL wrote:They usually attract my attention because typically when I ignore vehicles the blueberries feed them corpses. If I didn't have to worry about being cloned out by Mcnobrain with 0/16 as their score I would just avoid vehicles. After all most are pretty easy to avoid and ignore, its just the hapless retards will lose the game for us if I don't get rid of them 9/10 times. So another who thinks it shouldn't be outright killing, but just a pain to infantry. OK! Nice! The isk economy is too ****** because CCP ignored district farming and locking for vehicles to be juggernaughts on the field at a high isk cost. It would ruin the game again as the head corps could just spam the best stupidly expensive vehicles to crush pubs because they have all dat moneh from a broken system that let beta players dominate and punished new players for not having stupid amounts of isk stockpiled. They work good now, the adv and proto fit ones just cost too much. They are far more then an annoyance as you put it. I used a tank earlier to completely turn the tables, if you are wise you can do a lot more to helping the team in a vehicle then on the ground. This isn't Eve. It has nothing outside of pvp, and a game that only favors the longest and richest will not have lasting appeal. Look at ******* APEX, this was CCP trying to milk money because they knew **** was unfair for newcomers. Why anyone would buy into such manipulation is beyond me, but such is the nature of fremiums selling power as a business model. Kids stealing credit cards from their parents make fremiums work. Soo... If tanks would have to make a conscious decision to kill or not to kill infantry, would you be satisfied? What if tanks could survive quite a while under fire, but couldn't really kill infantry?
What I'm trying to get at is if people believe that I they should almost stay in their separate worlds, only intermingling if pushed to do so.
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 00:50:00 -
[9] - Quote
So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma?
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 00:57:00 -
[10] - Quote
TYCHUS MAXWELL wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I disagree with your general consensus. In all fairness, all roles outside of Logi's is a slayer role, by general consensus, and the general consensus of Logi's seems to be that Logi's should be able to slay too lol. People aren't generally creative, that doesn't mean you can't do many creative things with HAV's. Most people just think big tank me kill now, though. Shoot... I meant...
I didn't clarify. Shouldn't have used that word. Vehicle slaying and infantry area support/denial/siege is better.
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 01:01:00 -
[11] - Quote
Crimson ShieId wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I'd say bring the old modules and hulls back, swap things back to active modules but allow that more advanced style of gameplay to be more rewarding. For those who don't know what they're doing though, AV likely sends the less skilled fleeing to the forums to complain, but for the pilots who have it together, it's a joke. I was thinking passive reps forever was a good idea, but there should be an option for sort of like a rep booster, an active module that boosts the rep rate of a vehicle for some amount of time, having a cool down. This would encourage smart module activation and would reward smarter gameplay. The overall module system as has been pointed out before generally lacks what it used to have in diversity; you had different modules to choose from that made your tank different from others'.
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 01:34:00 -
[12] - Quote
OK, so what reasoning do you give that there are no real HAV battles anymore?
I assure you, I'm definitely not Spkr 2.0 in any way. I just want HAVs to be something... More meaningful. And more fulfilling.
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 01:38:00 -
[13] - Quote
TYCHUS MAXWELL wrote:LUGMOS wrote:OK, so what reasoning do you give that there are no real HAV battles anymore?
I assure you, I'm definitely not Spkr 2.0 in any way. I just want HAVs to be something... More meaningful. And more fulfilling. I can't answer a question that supposes something I don't agree with. HAV battles occur pretty much every time I enter a HAV. Only when the infantry AV dedicates hard to stopping me do I really get destroyed otherwise it takes another HAV to dominate me. And that's coming from someone that doesn't even have ADV/PRO modules. So you think HAVs are perfect right now...
I want to see where the community sees shortcomings with HAVs as they stand at the moment. Would you like to see more modules reintroduced? What would you like to see more in an HAV?
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1005
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Posted - 2014.12.03 01:58:00 -
[14] - Quote
Perfect! I knew I could get more out of you!
As for the introduction of different modules, it would not be difficult and most entirely possible. The only reason they still aren't in game is because of balancing, as Rattati doesn't believe there is true balance in vehicles ATM.
The RE-introduction of modules wouldn't be difficult, as the assets exist and it would only be a matter of putting them back into the game code. Only numbers would be changed on them.
I would totally agree with you on the armor vehicle bit. Its not even just HAVs. Its all armor vehicles. I had proposed an idea to temporarily remove AV weapon damage profiles, as there is only one shield based AV weapon at the moment, which is entirely unfair to armor vehicles. What's more is that their hardeners also have less strength in comparison. The original intent was for armor hardeners to reflect an armor tank's strength as a vehicle that could take constant hits, and for shield HAVs to be hit and run specialists. Its why the armor hardener doesn't have as much resistance but lasts longer. However, the armor tanks strengths isnt good against the alpha based rail and missile shield based tanks, as the resists won't do you much good. At least not as much as the shield tank's would...
Quafe
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LUGMOS
YELLOW JESUS EXP FORCE
1006
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Posted - 2014.12.03 03:07:00 -
[15] - Quote
True Adamance wrote:TYCHUS MAXWELL wrote:Mossellia Delt wrote:What annoys me is tanks not setting off my proxies, not taking damage from my forge gun and having my av nades bounce off of tanks. What annoys me tanking is my gun constantly resetting to the middle of the screen every 2 seconds. proxies really should go off instantly... I mean they freakin' beep warning people LAVs and injector tanks shouldnt be able to drive over them no matter how fast they are going... They do though. They just don't always kill the HAV. O they don't. It takes about a second to go off... Either that or every time I use them they lag.
Quafe
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