Derpty Derp
Dead Man's Game
644
|
Posted - 2015.01.21 18:56:00 -
[1] - Quote
No:
Turrets are not well balanced... Large turrets still too good at farming infantry
- Missiles can spray a whole area, clearing out areas of infantry, as well as popping a few individual missiles for single targets.
- Rails can snipe like a boss still.
- Blasters are about where they should be.
No balance between turret types
Large Turrets: - Rails charge too fast for something with that much range.
- Missiles can spray enough to down most vehicles in 1 go, leading to boring fights.
- Tanks turn speed makes the fastest turning turrets pointless, blasters main advantage for close range is the turrets turn speed, which means nothing when the other tank can just pirouette on the spot with a stronger turret!
I suggest... We need to reduce the amount of missiles per reload. increase charge time on rails and make large turrets unable to turn while the tank is turning/moving.
Small Turrets; - Small turrets are too forgiving when wasting shots.
- Missiles can miss a target 7 times and still get the kill on the 8th, it makes killing infantry too easy.
- Blasters have such little heat buildup and so much ammo, that you can spray down several infantry without having to stop, even if you miss half your shots.
- Missiles have such a long reload time that vehicle reps make them somewhat useless against anything that repairs fast.
- Rails could use a little more damage to break through reps, maybe less range because it's way too safe sniping from a distant LAV.
I suggest... We half the number of missiles per reload and reload time. Give more heat buildup on blasters. Wait before changing rails again to see how they fair with other turret changes.
Hulls are not well balanced. Gunni has much better turn speed
- Ability to maneuver makes it the 'go to' tank, even before considering the favorable damage profile of shields.
I suggest... Allowing both hulls to turn at a similar rate, have the changes to straight line speed/acceleration only. Though I would make the changes to turrets turning, before bothering with this, as it may become unnecessary.
Maddi drops instantly to missiles
- Gunni has a fair chance vs all weapons, while Maddi drops instantly to Missiles.
I suggest... Either giving the Maddi a much higher potential hp, or evening out the damage profiles a bit.
People can jump in/out of vehicles.
- Jumping out and instantly firing av weapons makes vehicle fights boring.
- It allows someone to escape death at the last second.
- It makes multi-turret vehicles less useful, if you can avoid fitting and jump out with a HMG instead.
I suggest... Adding a delay to getting out would screw up transport dropships badly! So instead I think a 3 or 4 second delay to movement input after exiting/entering would be more viable.
Deciding where to drop passengers would require a little more thought. No more dumping into a hot zone and having them shoot some poor bugger in the back.
Turrets can be used to cover the transported infantry after they exit.
Tankers really shouldn't be getting out all that often, especially in the open.
Makes multi-manned vehicles better than solo vehicles. |
Derpty Derp
Dead Man's Game
648
|
Posted - 2015.01.23 13:20:00 -
[2] - Quote
P14GU3 wrote: Gunnlogis are near unbeatable with AV if its a good pilot. The only way to take a good gunny down is with 2 or 3 coordinated AV at the moment. I think better shield AV would solve this (amarr lance plz.) LAVs are fine.
Plasma cannon could use a buff, or maybe a breach variant that travels faster but has no splash damage. Currently as the only AV shield weapon (not grenade) it's laughable. At a distance you can see it fired, watch the trail and have time to move slowly out the way. At close range the first shot may hit, but they have to reload instantly giving you time to make the distance to long range.
As for downing Gunni at the moment, 1 aver can do it with a forge gun. Don't even need the fluxes. Just make sure your first hit is on the weak spot, if they don't die of shock seeing their hp halved, then they will die from the next few shots even if they pop a hardener. Infact if you use hardeners on your tank, you sacrifice shields, meaning that first shot deals a heck of a lot of damage.
If you position well enough, then a flux before the first charge will almost mean certain death for the tank. I think forge gun is balanced well as av, good position + thinking ahead usually = a kill... While swarms just = kill if you're close enough... & Plasma cannon = kill, if you're extremely lucky and the vehicle is stuck somewhere, lol. |