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Thread Statistics | Show CCP posts - 11 post(s) |
Shadow of War88
0uter.Heaven
471
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Posted - 2014.12.16 16:04:00 -
[1] - Quote
Cat Merc wrote:Again, what role should HAV's fill on the battlefield? If it's just slaughtering infantry, we will never reach a point where both vehicle pilots and infantry are satisfied.
if tanks cant sh*t on infantry then why have them in the game? And why should tank destroyers even bother to show up if the marauder is just cruising around killing a random militia noob on the side of the map?
Let Vayu be fast accurate blaster tanks that have massive bonuses to blaster range, dispersion and damage. Talking about almost 0 dispersion and 150-180m blaster ranges that make them nightmares to infantry. They fail hard at countering rails and handheld AV can make quick work of them from high ground. Vayu can also flank and use its dps & range to punch through shield tanks quickly while Sagaris struggles to react if caught off guard. -800 hull armor.
Flachion sounds good as Rattati put it. Bonus to rail range & damage, aims nicely, lower top speed and accelerates slightly slower. Vulnerable up close and vulnerable to handheld AV. Sh*t on by ADS. -500 hull shield.
Marauders just stick around for a long time. Not easily intimidated by handheld AV and are the reason tank destroyers exist. Marauders don't receive bonuses to turrets in any way but have more HP on their hulls. Surya is slow and can repair under fire like a mofo. Sagaris is the more maneuverable marauder, but less maneuverable than a MBT. Give them the chrome stats in terms of hull strength and number of slots. Also pricey.
We must accept the fact this will be a long term project. Quicker these reach the hands of players, quicker we can see how they play out.
& justice for all
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Shadow of War88
0uter.Heaven
471
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Posted - 2014.12.16 16:09:00 -
[2] - Quote
Jadd Hatchen wrote: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!
instead of packing 3 ppl in one tank, just have the 2 noobs call in sicas. LOL end of small turret discussion.
& justice for all
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Shadow of War88
0uter.Heaven
478
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Posted - 2014.12.18 16:03:00 -
[3] - Quote
Lazer Fo Cused wrote:Pokey Dravon wrote:While the discussion is great, I think we way be getting a little carried away with deeper level ideas. Perhaps we should refocus on a couple core issues that need to be hammered out first.
1. Consideration of increasing slot layout to 4/2 and 2/4 with a decrease base HP for balancing purposes 2. Address discrepancy between regen and eHP for shields vs armor (Possibly focus on reintroduction of 180mm Armor Plates to push Armor HP higher while shields maintain higher regen) 3. Address discrepancy between fitting capability of Gunnlogi vs Madrugar 1. I hope thats for the standard HAVs we have 2. All modules from chrome should be brough back, active armor reppers and nerf passive, constant passive shield regen needs to come back along with the modules to boost passive regen 3. Agree
1. yes!
2. bring the plates, n lay off the shield regen dude
3 yes!
4. More skills that aren't worthless.
& justice for all
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Shadow of War88
0uter.Heaven
478
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Posted - 2014.12.18 16:08:00 -
[4] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote:
1. I hope thats for the standard HAVs we have
2. All modules from chrome should be brough back, active armor reppers and nerf passive, constant passive shield regen needs to come back along with the modules to boost passive regen
3. Agree
1. Yeah, I'm not satisfied with the flexibility of fitting on HAVs in general. Instead of going crazy with trying to keep base HP the same and tweak modules to make it all work, I think it may be simpler to just reduce the base HP and increase the number of slots. Similar levels of eHP would still be obtainable as they are now, but using similar existing module values (Some tweaking between shield and armor may be needed, but Im speaking in general terms). Not to mention I want to shift away from high Hull HP and focus more on the modules. LAVs would do well under this philosophy as well. 2. Active Armor reps would be good, though I'm not opposed to the idea of lighter passive reps for a "cap stable" fit in addition to active reps. Reactive Plates maybe? You could make shields constantly recharging though their regen rate would need to be adjusted. The current 168 is extremely good even with a 4 second delay. I also would not be opposed to the idea of keeping current regen and delay but offering up Shield Regs to reduce the delay. We're lacking in low slot modules for vehicles anyways (funny considering Dropsuits have the opposite problem) 3. I mean here's my deal, if you don't want to nerf shield resources thats fine, but they have enough to fit full proto shield mods AND armor plates, the Madrugar needs to be able to do the same and add shield extenders. Obviously I prefer a more pure tanking philosophy when it comes to vehicles though, so I'd rather find ways to prevent/discourage the use of armor modules on the Gunnlogi, and allow the Madrugar to fit full Complex modules in its lows and still have room for utility modules in the highs.
@3. Hardeners are the cheap modules. If you use shield extenders or booster you wont have enough PG for plates.
& justice for all
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Shadow of War88
0uter.Heaven
483
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Posted - 2015.01.14 15:33:00 -
[5] - Quote
LOL reload speed bonus.
& justice for all
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