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Lazer Fo Cused
Shining Flame Amarr Empire
199
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Posted - 2014.12.10 15:10:00 -
[31] - Quote
Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock.
1. A roadblock is supposed to stop a vehicle from using a road, installations do not hence they are not a roadblock
2. Installations have 12000 HP yet no one uses them or defends them, they are WP hacking points at best and at worst useless and pointless
3. Installations are destroyed 1st by pilots because they are not defended by blues, are a WP hub for enemy players who will hack and in the case of the blaster will auto shoot you
4. HAV of today cannot handle an installation shooting at them while AV and or another vehicle shoots at them, Chrome HAV could take on 2 other HAV and a FG at the same time and win because of a more indepth a useful skill tree, better skill bonuses, better slot layouts, more PG/CPU, more variety of useful modules - None of this exists in todays game hence why they need to removed automatically
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Cat Merc
Fatal Absolution General Tso's Alliance
13711
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Posted - 2014.12.10 15:16:00 -
[32] - Quote
Lazer Fo Cused wrote:Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. 1. A roadblock is supposed to stop a vehicle from using a road, installations do not hence they are not a roadblock 2. Installations have 12000 HP yet no one uses them or defends them, they are WP hacking points at best and at worst useless and pointless 3. Installations are destroyed 1st by pilots because they are not defended by blues, are a WP hub for enemy players who will hack and in the case of the blaster will auto shoot you 4. HAV of today cannot handle an installation shooting at them while AV and or another vehicle shoots at them, Chrome HAV could take on 2 other HAV and a FG at the same time and win because of a more indepth a useful skill tree, better skill bonuses, better slot layouts, more PG/CPU, more variety of useful modules - None of this exists in todays game hence why they need to removed automatically 1. Roadblock doesn't necessarily literally mean a block on a rode, it's an expression.
2. I use/defend installations when the battle calls for it. You can't expect me to guard a random turret 24/7.
3. Ditto
4. That's quite stupid. It really is. The difference between STD and PRO infantry isn't that large, and with vehicles it should be no different. I'm glad that they got rid of tiering anyway.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Lazer Fo Cused
Shining Flame Amarr Empire
199
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Posted - 2014.12.10 15:41:00 -
[33] - Quote
Cat Merc wrote:Lazer Fo Cused wrote:Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. 1. A roadblock is supposed to stop a vehicle from using a road, installations do not hence they are not a roadblock 2. Installations have 12000 HP yet no one uses them or defends them, they are WP hacking points at best and at worst useless and pointless 3. Installations are destroyed 1st by pilots because they are not defended by blues, are a WP hub for enemy players who will hack and in the case of the blaster will auto shoot you 4. HAV of today cannot handle an installation shooting at them while AV and or another vehicle shoots at them, Chrome HAV could take on 2 other HAV and a FG at the same time and win because of a more indepth a useful skill tree, better skill bonuses, better slot layouts, more PG/CPU, more variety of useful modules - None of this exists in todays game hence why they need to removed automatically 1. Roadblock doesn't necessarily literally mean a block on a rode, it's an expression. 2. I use/defend installations when the battle calls for it. You can't expect me to guard a random turret 24/7. 3. Ditto 4. That's quite stupid. It really is. The difference between STD and PRO infantry isn't that large, and with vehicles it should be no different. I'm glad that they got rid of tiering anyway.
1. Expression - Like a needle in a haystack
2. You should or the enemy will get it, if not why bother in the 1st place?
3. Same, use it or lose it
4. Yes it is, more PG/CPU/Slots but currently you are sat in your PROTO suit with PROTO weapon and PROTO modules while im in my BASIC suit since pilot suits do not exist with a BASIC hull and PROTO modules if i can fit all proto which sometimes i cannot and PROTO turret if it can be fitted - You really should say 'im happy they got rid of tiering for vehicles because i like COD in space' since obv tiering for infantry still exists since you can get PROTO and fit all PROTO on it |
Cat Merc
Fatal Absolution General Tso's Alliance
13713
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Posted - 2014.12.10 16:09:00 -
[34] - Quote
Lazer Fo Cused wrote:Cat Merc wrote:Lazer Fo Cused wrote:Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. 1. A roadblock is supposed to stop a vehicle from using a road, installations do not hence they are not a roadblock 2. Installations have 12000 HP yet no one uses them or defends them, they are WP hacking points at best and at worst useless and pointless 3. Installations are destroyed 1st by pilots because they are not defended by blues, are a WP hub for enemy players who will hack and in the case of the blaster will auto shoot you 4. HAV of today cannot handle an installation shooting at them while AV and or another vehicle shoots at them, Chrome HAV could take on 2 other HAV and a FG at the same time and win because of a more indepth a useful skill tree, better skill bonuses, better slot layouts, more PG/CPU, more variety of useful modules - None of this exists in todays game hence why they need to removed automatically 1. Roadblock doesn't necessarily literally mean a block on a rode, it's an expression. 2. I use/defend installations when the battle calls for it. You can't expect me to guard a random turret 24/7. 3. Ditto 4. That's quite stupid. It really is. The difference between STD and PRO infantry isn't that large, and with vehicles it should be no different. I'm glad that they got rid of tiering anyway. 1. Expression - Like a needle in a haystack 2. You should or the enemy will get it, if not why bother in the 1st place? 3. Same, use it or lose it 4. Yes it is, more PG/CPU/Slots but currently you are sat in your PROTO suit with PROTO weapon and PROTO modules while im in my BASIC suit since pilot suits do not exist with a BASIC hull and PROTO modules if i can fit all proto which sometimes i cannot and PROTO turret if it can be fitted - You really should say 'im happy they got rid of tiering for vehicles because i like COD in space' since obv tiering for infantry still exists since you can get PROTO and fit all PROTO on it 2. The enemy team too won't randomly get it until they have a use for it, in which case I have a reason to defend it
3. Ditto
4. Your "basic" hulls are balanced against proto weapons. Saying they're "basic" doesn't mean crap. Also, I am one of the earliest supporters of infantry tiercide.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Lazer Fo Cused
Shining Flame Amarr Empire
199
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Posted - 2014.12.10 16:27:00 -
[35] - Quote
Cat Merc wrote: 2. The enemy team too won't randomly get it until they have a use for it, in which case I have a reason to defend it
3. Ditto
4. Your "basic" hulls are balanced against proto weapons. Saying they're "basic" doesn't mean crap. Also, I am one of the earliest supporters of infantry tiercide.
2. Solo hacking will turn it red, then they will run away
3. Ditto
4. You say balanced but yet room for 5 slots and only have max 3 for tank, the ability to put all PROTO modules and turrets on is limited espc with the Madrugar and any other DS/ADS - Chrome i had a 5/2 layout with enough PG/CPU to put proto on to it let alone useful skills and skill bonuses with a variety of modules - Chrome was more balanced than this 4a. While you say you support tiercide it doesnt matter because infantry can always upgrade suits and pilots cannot even do that and frankly i cant remember the last time infantry got together and wanted to have tiercide but yet if vehicles want adv or proto it gets shot down instantly - 1 rule for infantry another for pilots |
Fox Gaden
Immortal Guides Learning Alliance
5383
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Posted - 2014.12.10 17:43:00 -
[36] - Quote
Repair Turret -Repair Tool mounted on a Small Turret -More powerful than Hand Held Repair tool -Variant that can lock up to 3 people.
Logi HAV -High EHP -Slow Speed -Main turret mount customized for a Repair Turret only (with Repair bonuses) -2 Small turrets (Any small turret, Repair or otherwise)
Logi LAV - Only mounts Repair Turret. - Gives Bonuses to Repair Turret.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Spkr4theDead
Red Star. EoN.
2461
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Posted - 2014.12.10 17:51:00 -
[37] - Quote
Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. Quickly? What quickly? An installation falls to a tank with XT-201 missiles on them in two volleys. Problem with the missile? 50m less range than the railgun.
It takes 7 rounds from particle cannon to destroy an installation, and that's without any interruption. After resuming, could be from 8 to 10 rounds to finish it.
No, they don't disappear quickly.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Cat Merc
Fatal Absolution General Tso's Alliance
13725
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Posted - 2014.12.10 20:17:00 -
[38] - Quote
Spkr4theDead wrote:Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. Quickly? What quickly? An installation falls to a tank with XT-201 missiles on them in two volleys. Problem with the missile? 50m less range than the railgun. It takes 7 rounds from particle cannon to destroy an installation, and that's without any interruption. After resuming, could be from 8 to 10 rounds to finish it. No, they don't disappear quickly. That's rather quick.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15689
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Posted - 2014.12.10 20:27:00 -
[39] - Quote
Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote:True Adamance wrote:Just to throw this out there one thing I would like to be able to do again in my HAV is if required to be able to "demolish" the map. Aka remove turrets, installations, etc in a meaningful manner.
Turrets once had roughly 750 Shields and 3015 Armour.....this is arguably too little. Currently they have 2500 Shields and something like 10000 Armour...... this is arguably too much.
I would say no. When a tank wants to, turrets disappear quite quickly. They're supposed to be a roadblock. Quickly? What quickly? An installation falls to a tank with XT-201 missiles on them in two volleys. Problem with the missile? 50m less range than the railgun. It takes 7 rounds from particle cannon to destroy an installation, and that's without any interruption. After resuming, could be from 8 to 10 rounds to finish it. No, they don't disappear quickly. That's rather quick.
A Missile turret has 3500 DPS....... that's roughly 3.5 times more than the Railgun and Large Blaster...... just want to point that out.
All up that's two seconds to fire your volley @ 3500 DPS and 12 seconds to reload then two more seconds to fire and twelve to reload.
28 Seconds.
Not saying that's wrong to remove a turret from the field..... it would almost be more pleasant if TTK was half that and all I did was set those turrets to reinforced status for a set duration.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11700
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Posted - 2014.12.15 16:48:00 -
[40] - Quote
Cat Merc wrote:So, scratching my head about trying to figure out a place for vehicles on the battlefield without making them super dropsuits that massacre infantry without a care in the world, I thought of something. Vehicles need a role, a reason to exist on the field, and so I thought: "What would make vehicles extremely valuable to infantry without having them be extreme killing machines?"
And then I realized: "Support vehicles"
If tanks are to hunt tanks, those original tanks need a reason to exist in the first place. That was originally wrecking infantry, but as evidence shows, that's only fun for the pilots. So we are in a position where vehicles don't really do much but "exist", and nobody bothers to bring their own vehicles to hunt them down since they're either not worth bothering with, or dispatched quickly with AV.
Imagine if Logi vehicles were highly tanky, to the point where infantry AV would require a long time and a lot of concentrated fire to take down. Now imagine if said Logi vehicles provided powerful bonuses in an AOE to infantry: 100hp/s armor and shield regen, damage amplification, ammo resupply, mobile CRU, mobile supply depot, scanning, etc'.
You would want a way to get rid of them - You would WANT killer vehicles, vehicles designed to hunt other vehicles. You would WANT to have armored control on the battlefield, so you could bring support vehicles with impunity.
This gives vehicles a reason to exist initially, and provides a target that infantry can't easily dispatch of. This gives vehicles a reason to hunt down other vehicles. This gives people a reason to want armored control of the field. I want!
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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