|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
328
|
Posted - 2014.12.30 18:20:00 -
[1] - Quote
DeadlyAztec11 wrote:Spkr4theDead, you totally and completely missed my point. My point is that Vehicles currently posses a high threat, but are in turn countered by a high threat. The result is that either vehicles are ridiculously powerful or ridiculously terrible. Everything should be more moderate.
1. A high threat? to who? all it takes is one guy to pop to AV for about a min and either outright kill it or make go back to the redline and be recalled or just stay there, even in PC HAVs are there for annoying infantry and shooting at other HAVs/ADS which i could do better as infantry these days
2. I tried to use a blaster tank recently, every 2nd shot missed without fail and if i hit anything it was luck where as the SL users on the other team never missed even if i was behind cover or moving to it
3. The only thing that is high on a vehicle is the SP needed for it not to die and the ISK to keep fielding them |
Lazer Fo Cused
Shining Flame Amarr Empire
328
|
Posted - 2014.12.30 20:14:00 -
[2] - Quote
Vesta Opalus wrote:Lazer Fo Cused wrote:[quote=DeadlyAztec11]Spkr4theDead, you totally and completely missed my point. My point is that Vehicles currently posses a high threat, but are in turn countered by a high threat. The result is that either vehicles are ridiculously powerful or ridiculously terrible. Everything should be more moderate. 1. A high threat? to who? all it takes is one guy to pop to AV for about a min and either outright kill it or make go back to the redline and be recalled or just stay there, even in PC HAVs are there for annoying infantry and shooting at other HAVs/ADS which i could do better as infantry these days
Rail HAVs have better (quicker and at comparable or higher ranges) damage output, much better speed if they need to reposition, run, or chase a target, much more ammunition for longer loitering than a forge has, much more survivability to the most dangerous things that AV has to deal with (scouts errywhere!). If you really believe you can perform AV better in an actual AV suit than in a well fit rail HAV, you are deluded.
1. I see a FG do better than a rail HAV almost everyday in PC |
Lazer Fo Cused
Shining Flame Amarr Empire
372
|
Posted - 2015.01.08 14:31:00 -
[3] - Quote
DeadlyAztec11 wrote:Right now everything is too high damage and things happen too fast for both AV players and vehicle players. Right now vehicles tend to destroy infantry really fast yet conversely they tend to get ripped apart by AV really fast. I think this cycle happens too fast. It causes vehicles to play in a far too cowardly way where they try to kill as many infantry players as fast aspossible before AV show up and they make a run to the red line.
I think that vehicle HP should go up(way up!), AV damage should go down, Vehicle acceleration should be turned down, and turret speed should be decreased by a fair amount(HAV).
I say this because vehicles should be able to last on the battlefield for more than half a minute yet they shouldn't just kill the entire enemy team by themselves either. These changes would ensure that Tanks and Assault Dropships can be a constantly pressing force rather than the glass cannons they are now.
1. Vehicles destroy infantry fast - False 1a. Missiles back in Chrome with the splash damage did destroy infantry fast because 6ft missile would have a big splash radius - That got nerfed, splash removed/non-existant 1b. Small Missiles - With the ADS killed infantry very fast - ADS got nerfed, Missiles can still kill infantry fast enough but best used in a DS and not a ground vehicle 1c. Large/Small Blaster - Required aim, no red dot no kill - Nerfed into the ground, dispersion misses everything, sentinals can dance in front of blasters and accuracy has been removed and replaced with luck
2. AV kills vehicles really fast - Correct - FG are in a good place and do well, fire and forget scrublord weapon is too good for a no skill weapon, hats off to persistant PLC users who do need a buff to it in some way
3. Vehicle pilots only job is to kill infantry mostly - Sometimes turrets are annoying or another vehicle needs to go because that vehicle is killing infantry, back in skrimish 1.0 i could at least take out the null cannons
4. Vehicle HP should go way way up - That existed in Chrome/Uprising until it got nerfed hard by CCP unwanted 1.7 patch
5. AV damage should go down - In Chrome it was like that until infantry cried for more and more buffs which were mainly given to the no skill weapon SL and AV nades which could deal out 3k and 2k damage per volley/nade
6. Vehicle acceleration should be nerfed - Webifiers should be introduced into the game, modern vehicles can hit 50mph no problem and we can fly in space and use cloning tech but while on nerfing the SL needs a big nerf and a big injection of skill - Skill book should be added to increase vehicle speed
7. Turret speed should be decreased - Would make small turrets useless - Either way add a skill book to increase turret speed
8. They did last for more than half a minute in Chrome/Uprising - During the 1st PC days vehicle battles were fun, HAV vs HAV could last a long time depending on fits and situations |
Lazer Fo Cused
Shining Flame Amarr Empire
382
|
Posted - 2015.01.09 11:01:00 -
[4] - Quote
Void Echo wrote:True Adamance wrote:Spkr4theDead wrote: I look out for vehicles and pilots. Why should I care about infantry? I prefer to be a pilot, I want it to be my only roll, but it's just not really worth it to have level 5 in everything right now.
Again, why should I care about infantry?
You need to in order to be able to balance Tanks. What he said, myself and others succeeded in making 1.7 happen because we actually spoke with infantry and attempted to find middle ground. We never advocated for tanks to be supreme, just respected and feared again. You spkr never added anything.
1. If you are happy to be apart of 1.7 you should hang your head in shame - 1.7 was where vehicles lost modules/turrets/hulls/slots/skills/skill bonuses and variety - It was 10steps back with another 5 steps back added for measure
2. No pilot i have ever talked to enjoyed the dumbing down that occured with 1.7 - Sure OP tanks came out of it but thats because the current pilots adapted to what they were given, what they had to adapt to and in the end a double damage modded sica did the job anyways and then the nerfs rolled on as usual
3. No pilot i know ever asked for anything like 1.7 - The most of it was buff shield hardeners activation time and hammer the invisible corner bending lock on when not looking and firing when not looking easy mode SL doing 3k damage per volley and also 2k damage AV nades |
|
|
|