Foundation Seldon
Molon Labe. General Tso's Alliance
796
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Posted - 2014.12.12 12:19:00 -
[1] - Quote
LLAV
I loved these things. The idea of a support "car" that could go around and help both infantry and vehicles alike sincerely appealed to me and was one of the first things I skilled into back in closed beta. This topic, as such, is an important one to me. It's hard to give specific feedback on the return of LLAVs without any sort of insight on the direction you're taking them with respect to bonuses and the mechanics that will have been added to the game with their inclusion. But I'll list some things that immediately come to mind when thinking about re-incorporating them to the game
- Increased slot number - LAVs have, by far, the least amount of fitting diversity out of any class of vehicle in the game.
- Tweaked Logistics Modules - Going the Nanohive/Area of Effect model would certainly be the easiest way to handle this without having to significantly revise the way the old targetting system worked. It'd also potentially give Dropships a means of activating them without further complicating their control scheme. The former system would need to be revised in a way that severely decreases the lock time on an object and/or auto-targets any nearby vehicle/infantry and allows you to toggle between other nearby targets before giving the person the ability to commit to activating the module. I'd actually prefer the latter approach if possible just because, from an aesthetic point of view, shooting blue lightning from my car into a friendly vehicle or infantry person was awesome.
- Vehicles have changed a LOT since the LLAV's removal from the game. Before it made sense from a design perspective to give the logistics modules a repair/healing functionality because of the way the old armor repairs / shield booster operated. There was always a potentially significant amount of time that a vehicle, after an engagement, was left in its damaged state so in that interim a LLAV could roll up and immediately top off their HP values before going away and running over half the enemy team again. In today's game the amount of time it takes for a damaged vehicle to reach full health again is quite short so the Logistic Modules would be inherently less useful unless tied to its vehicle/infantry dude during the course of an entire engagement, the effect it has thus would need to be more significant during these times I believe.
- Long Cooldown vs. Short Cooldown on Logistics Modules. Something to be considered.
- Infantry Targeted LLAV - It's worth noting that the Saga model can easily fit into enclosed spaces on certain maps. If given the opportunity I will in fact drive my car into a hallway to heal my Heavy and if the Infantry based LLAV modules are significantly more powerful than their infantry counterparts then he will be invincible and I will laugh maniacally.
Additional Logistics Module Functions to consider : Increased Attack Power on Vehicle/Infantry Target (Red Lightning!) Resupply of Ammo on Infantry/Vehicle Target (This is boring though, should be a side effect not a focus!) Increased Resistance Bonuses on Vehicle Target
Vehicle Modules : Active/Passive Heat Sinks Logistics Modules
Note About Shield Boosters : They still suck because in an engagement they'll often be interrupted by the next volley / attack from an enemy. So you'll go from a listed 1900 healed shields to 50 because they never had the chance to deliver their healing. This seriously effects the state of Shields v. Armor on the Vehicle front and, coupled with the fact that there aren't any useful utility based low slots akin to the Scanner/Nitrous, kinda contributes to why Shield vehicles (LAVs mostly) aren't so great in some respects.
Overdrives and the such are sort of pointless frankly, fitting restrictions are too high thanks to the slot layout on the vehicles for anyone to seriously use these over additional Tank.
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