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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Jadd Hatchen
KILL-EM-QUICK
696
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Posted - 2014.12.15 15:27:00 -
[1] - Quote
CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors.
OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done.
Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at?
FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!!
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 15:50:00 -
[2] - Quote
DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away
It obviously worked since it got your attention didn't it?
I like the idea of expanding the specialization of HAV's but I also believe that CCP is progressing in a backwards and wrong way to accomplish it. They are trying to skip to the end gameplay without fixing or even providing any intermediary steps. This results in players who cannot participate in the end game play becoming upset and crying about how "broken" the vehicles are. But in a world where LAV's and smaller dropships are worked on FIRST, then there would be intermediate counters to the latter higher powered HAV's.
This is my issue with CCP's approach to making changes in their game. They race to fix the stuff at the end that only a minority of players can actually do anything about and then afterwards they realize the mistake (as players leave the game) and then try to make up for it with bonus skillpoint events.
Seriously, most people develop things in the order of crawl, then walk, then run, then fly... CCP is skipping to fly and when they crash and burn because they never considered that they actually NEEDED the other stuff to build upon in order to be able to do the flying at the end.
HAV's are SUPPOSED to be these powerful things on the battlefield. However a small group of light fast LAVs or ADS's should be able to single out and gang up on one. But this gameplay aspect is missed because the LAV's are ignored for updating and specialization and dropships are next on the ignored list. If you introduce more HAV types now, it will only spur more players to want to try them out (of course as everyone wants to try the new thing). This will mean many HAV's on the field and no natural non-HAV counter for them. This will result in everyone crying on the forums about how OP they are and there is no way to counter them. This will result in a knee-jerk reaction from CCP to either nerf the HAV's more or to buff the anti-vheicle weapons carried by infantry. This will even further marginalized the LAV's and the dropships.
STOP marginalizing the LAV's and the dropships! They are the path forward to fixing things in the rock-paper-scissors world of vehicles in DUST. Please address them first and more importantly please create Minmatar and Amarr versions of LAVs and then dropships along with the light turrets to go with them BEFORE trying to create more HAVs.
There, is that constructive enough for you? =P
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 15:55:00 -
[3] - Quote
Vell0cet wrote:DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though). If it were up to me, I would roll out the vehicle rebalance in the following stages: 1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for: 2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions. 3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts. It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake.
Hey Darth, this guy got it, why didn't you? More importantly, why doesn't CCP?
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 16:36:00 -
[4] - Quote
Joseph Ridgeson wrote:Look into the fitting of the Madrugar. The primary reason why the Gunnlogi is superior to the Madrugar is the down right terrible fitting. Losing 370 CPU for 370 PG is no where near a good trade. My Gunnlogi is a piece of cake to fit while my Madrugar is pretty much instantly maxed out on CPU no matter what I do.
I will also say that prices should be close. Marauders were previously balanced around cost. I think this is a bad idea as balancing something by putting a high price tag on it hurts poor people and those that have one billion ISK could not care less.
I greatly dislike the "insta pop" mechanic, even if it is meant as a hard counter like pulling in one specific tank to take out one specific tank. Even my cheapo Gunnlogi runs at 315,000 ISK. One thing I didn't like about 1.7 is that tank fights were no longer bruised bare fist bar fights, it a gun fight on whoever shot and hit first won. While TTK was being increased for Dropsuits, it was being heavily decreased for vehicles. I think it is currently decent as is considering the overheat stops you from instant blaping other tanks but I am still dubious on a design that is meant to "insta pop" given the prices of these vehicles. Unlike Drop Suits, I don't get a bonus if I am not using that Tank.
If I am running in my Prototype Scout and I die a lot, I can decide to run around in my Basic Scout. My level 5 Caldari Scout still gives me insane scan range, a very easy to fit Cloak, and makes me harder to see. If I have level 5 UHAV and a Falchion keeps killing me so I drop to my Gunnlogi/Madrugar, those level 5 points are wasted. The difference is that there is NO cheaper option to be a UHAV than to go to a completely different skill set. Possible fix: allow MBT's to get some benefit from those other skills. Possible flaw: completely removes the idea of tieracide for tanks as it was originally designed in 1.7.
AHA! See CCP, you missed the bout on intermediate steps even in the current gameplay. THIS is part of the issue that is wrong with the balance of vehicle gameplay in your game. There needs to be more intermediate steps that build up to that big HAV monster at the end. You finially got it right (somewhat) with the dropsuit tieracide, but the vehicles need it badly. You need to make the lower end vehicles actually worth piloting, and then when the high end HAV comes out to play it will actually mean something. Unlike now when people literally go hunting for HAV's with their swarms!!! Meaning that they have to hunt for vehicles because no one is using the damned things enough!!!!
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 16:39:00 -
[5] - Quote
DarthJT5 wrote:Jadd Hatchen wrote:Vell0cet wrote:DarthJT5 wrote:Jadd Hatchen wrote: OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done.
Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at?
FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!!
Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though). If it were up to me, I would roll out the vehicle rebalance in the following stages: 1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for: 2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions. 3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts. It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake. Hey Darth, this guy got it, why didn't you? More importantly, why doesn't CCP? I never said I disagreed with your post did I? I just said that the kind of feedback you gave was not the kind we need, so I asked you to go away. You could have posted feedback in a positive way, and I would have completely agreed with you. Instead, you decided to go the 12 year old route and flame the post.
LOL, did you not read the post right before? Here, I'll link it for you since you are incapable of finding it yourself:
https://forums.dust514.com/default.aspx?g=posts&m=2519188#post2519188
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Jadd Hatchen
KILL-EM-QUICK
699
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Posted - 2014.12.15 20:51:00 -
[6] - Quote
DarthJT5 wrote:If you had given constructive feedback in the first place, then nobody would have had a problem with it. Sure, the post got my attention, but for all the wrong reasons. If you left out all the crap, then CCP might actually pay attention to it. As well as the other people on the forums. As far as I know, flame posts have NEVER brought any change to the game. Only the good ones have. And now you seem to be after me because I pointed out your feedback was not needed. Please continue if you wish.
Actually, Darth, you singled me out first with you wonderful post deriding my lack of taste post. If you wanted to "shame" me somehow with that original posting you would have been better off to have said so in a less douchie way... I'll admit my original posting was meant to be inflammatory on purpose. But you decided to drop down to that level right along with me solely to point it out. Now if you had said something more constructive as well, then I wouldn't have bothered replying to your reply. But since you "called me out" the inner douche in me just begged to be let out and have fun with you. So yeah I'm continuing because I wish to. =P
On another note, I've gone the path of constructive non-inflamatory critiquing in these forums before... AND I GOT NOTHING IN RESPONSE FOR IT. So psych 101 says that in the lack of a bio-feedback loop, I determine that there's been no reception of my initial attempts and thus I change tactics. Now that I'm receiving feedback (even negative feedback) it's proven that my message was at least received. Thus why forums/trolls and the internet suck for this kinda crap.
As for the original topic, I still stand by the point that adding more HAV's because they are "Hey guys look cool tanks!" is the wrong path to go with for this game. Instead a more solid and more balanced approach would be to do two things:
1 - Finish the racial parity for both vehicles and for vehicle turrets. 2 - Create more roles for LAV's (and even more types like trikes/quads etc) and for dropships (or light fighters or whatever you want them to be).
Hell this could be done at the same time as in CCP could be developing both more LAVs (like a one man trike without weapons) and at the same time be adding in the Minmatar/Amarr LAV's and the associated small turrets to go with them.
Then on the next pass they could create a different type of dropship or specialization for it and add in the Minmatar/Amarr ones and still use the already created small turrets.
Then on the last pass they could add in the new HAV's, including the Minamatar/Amarr ones and also finally include the new heavy turrets for the Minmatar and Amarr as well.
But instead we are jumping straight to the end of MOAR OP"NESS HEAVY STOMP ON UR BUTT TANKS!!! Gobble gobble much munch burp!!!
Why?
What happened to logistics LAV's? How about mobile depot LAV's for resupplying ammor to other vehicles on the run? How about a trike that a heavy can ride on (OMG fat dude on a Harley picture) instead of wasting a freaking full sized LAV all the time to get from place to place? What about a one man LAV that can carry a forward fixed heavy gun but nothing else for anti-tank jihading? Add in the other two races' small turrets to this whole mix and suddenly you have so many choices and opportunities for so much cooperative, constructive, and emergent gameplay!!!
WHY CCP!!!! WHY ARE YOU SO BLIND TO THE AWESOMENESS THAT COULD BE THIS GAME IF YOU WOULD JUST OPEN YOUR EYES!!!! THE WASTED OPPORTUNITIES JUST BREAK MY HEART AND CAUSE MY BRAIN TO GO INSANE WITH ANGUISH!!!!!!
Oh and one other thing!!! FIX THE VEHICLE LOCKS!!! Right now new players don't understand why they cannot get into a vehicle right away!!! They think the driver is just being a **** or stupid or something and thus shoot at vehicles not realizing how freaking annoying that **** is. It's an EASY FIX. Just have a state setting for all vehicles (I know you already have it as a blue character cannot enter into a red turret and instead is given the option to hack it). The state would just be an extension of the "is the vehicle your team or not" and instead of 0 or 1, make it 00, 01, 10, or 11 where 00 is other team must hack it; 01 is same team, but cannot enter because it's locked to owner only; 10 is same team, but may or may not enter depending upon if you are of the same squad as owner; and, 11 is unlocked and open for anyone on the same team. There I fixed it for you. =P (Yeah I know that's not how they did the code, but you'd be surprised sometimes.)
But instead we have to endure stupid OP tanks wars before we can have anything else because they happen to be somehow less "gratifying" for the programmers at CCP to code for or some stupid thing like that.
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Jadd Hatchen
KILL-EM-QUICK
699
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Posted - 2014.12.15 22:56:00 -
[7] - Quote
True Adamance wrote:Can we refocus on Rattati's proposal.
Lets not get distracted.
Nope the reason people are going off on so many tangents is because there are more underlying issues that need to be address at a higher priority BEFORE this new stuff should ever be added or addressed. Doing so now only makes the game worse not better. That's why so many side-tracks on this topic.
Maybe CCP should take notice of that as an indicator of how poor a disc ion this is at this time. The more people are on topic the more likely it is what is needed, the more tangents or references to other stuff, the more likely it's not the right time for it to happen. I honestly think that adding HAV's at this point in time should be a dead topic as racial parity and lower tier vehicles need to be addressed first in order to create the "niches" for specialized HAV's to take advantage of. |
Jadd Hatchen
KILL-EM-QUICK
699
|
Posted - 2014.12.15 23:06:00 -
[8] - Quote
Pokey Dravon wrote:Rattati, in general you have the over arcing concepts correct in my book. I would stress that these key issues need to tackled in order to properly implement this, and preferably in this order.
- Address disparity between the effectiveness of Shield HAVs vs Armor HAVs
- Determine what role you want Marauders to have (Enforcer as focused AV is fine)
- Determine what sort of bonuses you want to see on Marauders and Enforcers without breaking existing combat
- Determine preferred slot layouts
- Determine base attributes (HP, mobility, tracking, PG/CPU, ect.)
- Establish if any additional modules need to be added in order to help these HAVs fulfill their roles
This would be a good path forward if the following weren't needed first:
- Create racial parity for small turrets.
- Create racial parity for LAVs.
- Create specialized LAVs
- Create racial parity for dropships.
- Create specialized dropships/flying vehicles.
- Create 4 racial pilot dropsuits
- Create racial parity for large turrets.
- Create racial parity for HAVs.
- Fix vehicle locking system.
- Create racial HAV command units (that would provide leadership bonuses to dropsuits in the field)
- Create MTACS: https://wiki.eveonline.com/en/wiki/MTAC
Once you have all that stuff, THEN you will have more reason to create more HAV's to counter things like the smaller vehicles, or to be anti-infantry/MTAC or to be anti-air or to hunt down and take out the enemy's command tank etc. |
Jadd Hatchen
KILL-EM-QUICK
705
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Posted - 2014.12.16 14:54:00 -
[9] - Quote
Pokey Dravon wrote:Jadd Hatchen wrote:This would be a good path forward if the following weren't needed first:
- Create racial parity for small turrets. -Assuming this is even a possibility right now given available resources
- Create racial parity for LAVs. -Placeholders are good, I agree
- Create specialized LAVs -Specialized LAVs are in the same boat as Specialized HAVs. You can't say one is more important than the other.
- Create racial parity for dropships. -Again, Placeholders are good.
- Create specialized dropships/flying vehicles. -Same deal as specialized HAVs. All Specialized vehicles are equally important
- Create 4 racial pilot dropsuits -Already have a preliminary design, check Post #2, True posted a link to the community document. While I want these, I don't feel they are a requirement before specialized vehicles.
- Create racial parity for large turrets. -Same deal with the small turrets
- Create racial parity for HAVs. -Placeholders are still good
- Fix vehicle locking system. -Agreed
- Create racial HAV command units (that would provide leadership bonuses to dropsuits in the field) -This goes with my general concept for "Large Scale Support Functions" and this would be considered a specialized HAV/LAV/Dropship so...same deal as before.
- Create MTACS: https://wiki.eveonline.com/en/wiki/MTAC-Lol you're funny.
Hey, I'm not allowed to be funny? Oh crap, did my funny license expire again?
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Jadd Hatchen
KILL-EM-QUICK
706
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Posted - 2014.12.16 15:37:00 -
[10] - Quote
True Adamance wrote:CommanderBolt wrote:MINA Longstrike wrote:^there are problems with fitting small turrets. 1) they take away from fitting more tank 2) small turrets have always been kind of glitchy 3) people afk in vehicles or are otherwise useless 4) there's no way to boot people out or lock vehicles.
Hell, I've still had this problem recently when I was trying to resupply I managed to get my tank stuck, I hopped out to recall and a blue stole my tank, which led to 7 and a half minutes of the blue being useless smacking back and forth into walls, and ignoring mails sent mid match.
I do have vehicles with small turrets fit, but they're only called out when I have dedicated guns on voice comms, because I hate getting trolled by my own team. Exactly and it sucks that it is this way. It should be a REAL and viable option to add small turrets. I remember back in the day there were small turrets used all the time on tanks. I like the fact that we can pick and choose now however like you said, adding small turrets takes too much away from your fit to actually have them. This is wrong and needs fixing. Vehicle locks would solve this issue. However at one time those turrets were mandatory...... this is a trait bearing of the ONLY TIME EVER tanks were relatively balanced and fair. Now I'm not saying you HAVE to fit good small turrets but I think that every tank needs to have these modules/weapons fitted. It could also serve as a means of preventing abuse of dual tanks..... But then again the idea of an HAV rebalance is to get people enjoying customising these tanks and talking shop, swapping and comparing fits, and making their tank a tool they are personally invested in. Still it irks to be to think that players are rolling around in tanks with modules unfitted to improve their personal abilities and not to benefit the team or tank utility. @ Commander Bolt the statement "adding small turrets takes too much away from your fit to actually have them."
Is wholly untrue for Shield HAV. They have more than enough fitting capacity to fit a full racial tank and prototype Large and Small Turrets. The only thing a Shield HAV gives up is its ability to armour tank.
On the small turret discussion... HAV pilots need to understand that adding more guns (even small ones) means more DPS on the enemy tank. If a totally hardened tank with only one main turret goes toe-to-toe with a not so hardened tank that has 3 guns shooting at it, then it will still die faster no matter how many tanking modules you have on it.
This is a change in mindset and philosophy that the average HAV pilot needs to understand. The ultimate tank killer in the game is one with three turrets, not one! |
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