Derpty Derp
Dead Man's Game
642
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Posted - 2015.01.15 19:41:00 -
[1] - Quote
Vehicles need more sustain to avoid being boring 'run in kill it, run back to safety'
AV actually needs to be able to kill vehicles, but without being boring 'look I shot at you and you died.'
If there were a variable on incoming damage, that increased based on how much the vehicle is hit, while decreasing gradually over time, I think we could make the vehicle/AV fight more interesting.
With this we could increase the health of vehicles and reduce the damage of turrets, allowing more drawn out and tactical fights on the battlefield, whereby more turrets fitted = a better chance of getting that infantry kill, while allowing the infantry a chance to actually react to the vehicles presence.
Also creates an interesting mechanic for av taking out a vehicle, as small weapons fire (ar and other anti-infantry weapons) although not being able to destroy the vehicle by themselves, can still assist by firing on a vehicle to slowly increase the damage variable, with something like grenades, mass drivers and HMG increasing it slightly faster!
Meanwhile any incoming av will will have it's damage increased by how shot up the vehicle is and greatly increase variable itself, allowing one av to slowly down a vehicle, but any vehicle caught in a coordinated attack will be taking massive damage, that it couldn't possibly outrep.
The idea being that even if you make your escape and heal, the damage multiplier would still be recovering. So if you try to run straight back in to the fight when your hp is full, you will still be at a slight disadvantage, therefore having to wait longer to become safe. Meanwhile if you pop in and out of cover over a long period of time without letting it recover, eventually you will have a multiplier that allows even a noob swarm to 1 shot you (but surely no one would be that stupid?)
Turrets! Small turrets will need some faffing around with to make this work, as a small blaster can currently down infantry in a second or two. I propose dropping the damage of small blasters to less than that of most light weapons, as with the additional tankyness of vehicles and the fitting of multiple turrets, more vehicle/turret user coordination will be required (aka the holy grail, teamwork!) Small missiles should require at least 2 hits on the lightest of dropsuits, but with less accuracy & give the small rails lower damage with higher accuracy and a decent amount of recoil.
Large turrets should be dealing about the same damage as their av counterparts, but with less accuracy so as to remove the easy solo tanker farming infantry.
Vehicle vs Vehicle With these changes there will be less, sneak up and pop a tank with it's only defence being getting to the redzone, but instead drawn out battles, where being with your team can still help you more, than just being a lone tank charging into the enemy held territory to drop a vehilce before hitting the turbo back to the red. With the lowered damage output and higher hp, you will want the extra hits from the small turrets, over the higher hp/armour rep, as stacking more hits for the multiplier will pay off. Dropships will no longer be blown out of the sky in 1 hit, but requiring more hits on infantry will mean having to be more persistent if you want more than just assists. As we all know, getting knocked about can really throw off your aim, with more required hits. Also getting shot by light weapons should do more to lighter vehicles therefore allowing the av to take you out more easily if being focused down by a large group of infantry.
I would really like both vehicles and av to be more fun! |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16598
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Posted - 2015.01.15 19:50:00 -
[3] - Quote
I don't think you have to decrease the damage of turrets just how damage can be applied to infantry.
As I keep saying the Large Blaster and Large Missile Turrets have never been appropriate tank turrets. The Railgun somewhat is but fires at too rapid a pace.
However if Turrets were altered to fundamentally be Anti Vehicle guns with high alpha damage and low damage splash AoE I think you very easily could have players accepting changes to HAV.
I'm also a supporter of the idea that if a vehicle pilot wants to do close infantry support they can do it on an MAV hull which would be much more susceptible to AV fire and use modules like MCRU, Mobile Supply Depot, etc to flesh out that role.
*"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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Spkr4theDead
Red Star.
2765
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Posted - 2015.01.15 20:53:00 -
[4] - Quote
Derpty Derp wrote:
AV actually needs to be able to kill vehicles, but without being boring 'look I shot at you and you died.'[/u]
So, essentially you want AV to do more damage without actually saying it.
I would really like both vehicles and av to be more fun!
AV is already incredibly easy, and tanks for new pilots are wasting SP and ISK. Being a pilot is not fun, and doing AV is most likely boring, again, due to how easy it is.
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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