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Thread Statistics | Show CCP posts - 17 post(s) |
Godin Thekiller
The Corporate Raiders
2742
|
Posted - 2015.01.28 04:35:00 -
[211] - Quote
Pokey Dravon wrote:
Not that bad if the refire rate is decent. I mean hitting a large target like an HAV from 30m would be easy as hell, infantry tricky but doable with a handful of shots.
a still one, sure. If it's moving, good luck.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2742
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Posted - 2015.01.28 04:48:00 -
[212] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
I don't think you understand what we're getting at. Simply put, we're saying that how the blaster itself works is not favorable as a Large turret, and we're asking for a restructure of some kind, and the going ideas are shotgun turret or PLC turret, or some variation between the two. True is saying PLC or tri shot shotgun, Pokey is saying he gets why all works, but (I think) wants the shotgun turret. I personally want the shotgun turret to be it due to it working far better by design in CQ, especially on moving targets and while moving (which keeps other HAV's from hitting you, a good thing for a CQC brawler).
click me
Blup Blub Bloop. Translation: Die -_-
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Tesfa Alem
Death by Disassociation
787
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Posted - 2015.01.28 05:06:00 -
[213] - Quote
CCP Rattati wrote:
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
In terms of personal control over how the missiles currently fire, its perfect already.
Sure in an HAV vs HAV fight i would fire off as many as I could. HAVs are not my only target. I don't necessarily want tho throw half a clip or an entire clip at a single proximity mine, or uplink. (TAKE THAT 5,400 DAMAGE YOU NANOHIVE!!)
Tagging LAVs and dropships requires placing each missile carefully and leading the taget. The same with the few infantry i manage to nail with it.
12 second reload delay everytime i see a target worth shooting at is crippling at worst, frustrating at best.
Perhaps you can point me in the right direction, but I'm struggling to see see any pros for this.
Redline for Thee, but no Redline for Me.
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Doc DDD
TeamPlayers Negative-Feedback
291
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Posted - 2015.01.28 05:07:00 -
[214] - Quote
Godin Thekiller wrote:CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
I don't think you understand what we're getting at. Simply put, we're saying that how the blaster itself works is not favorable as a Large turret, and we're asking for a restructure of some kind, and the going ideas are shotgun turret or PLC turret, or some variation between the two. True is saying PLC or tri shot shotgun, Pokey is saying he gets why all works, but (I think) wants the shotgun turret. I personally want the shotgun turret to be it due to it working far better by design in CQ, especially on moving targets and while moving (which keeps other HAV's from hitting you, a good thing for a CQC brawler).
The numbers in Rattatis proposal have the large blaster doing double dps, with a smaller clip, about 50% more damage per shot and slightly more heat build up. Controlled bursts are going to be amazing so don't worry about the shotgun model. |
Harpyja
Legio DXIV
2293
|
Posted - 2015.01.28 06:23:00 -
[215] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Is there any chance of giving large missiles slight passive tracking capabilities against vehicles if the initial aim was close enough? This is simply to allow them to actually fight at medium ranges as they are intended to if the large blaster will take the role of CQC AV, instead of being forced into CQC as they are currently and insta-gibbing about half of the vehicles out there.
I'd like to see the large missile turret to be more of a medium to long range bombardment turret, providing consistent and reliable burst damage while still lacking as long of an optimal range as the railgun.
"By His light, and His will"- The Scriptures, 12:32
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
827
|
Posted - 2015.01.28 06:53:00 -
[216] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
i like having CONTROL. so hold the button for me instead of risking blowing a load and missing and now having to reload. |
Alena Ventrallis
Intara Direct Action Caldari State
2493
|
Posted - 2015.01.28 13:16:00 -
[217] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Blaster: Again, if you balance it to be useful for AV, you will make it OP against infantry, especially (WAY especially) if you add in a dispersion mod. Having enough damage to kill vehicles reliably means it's going to wreck infantry. Being balanced against fighting infantry means it doesn't have near the punch it needs in order to kill vehicles. You can't have your cake and eat it too. Either redesign it as some have suggested to be AV, or balance it around AI at the expense of AV capability, but don't try and make it do both, because it will either be incredibly OP or laughably weak.
Missile: It's a CQC turret simply because the missiles have travel time, so shooting anything outside 100m is moot. Not to mention missiles have falloff (what exactly is the justification for this, btw?) If it's going to be a medium range bombardment turret, then substantially increase missile speed and decrease ROF while retaining full-auto capability. This means it can actually engage at range without having to lead/pray the target doen't change course, and lowers it's DPS to be more in line with this. And remove falloff (seriously, why do they have this?)
Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it? As far as balancing rails, buff the damage. Way too tired to crunch numbers (sleep eludes me) but I'm talking ~25-35% more alpha than now. Then increase refire rate (making it shoot slower) by ~50%. The railgun should hit HARD, as in an untanked sica/soma should be wrecked in two hits, 3 at most. It should be a monster. But the slow ROF coupled with high heat buildup means it is punishing to miss any of your shots, and ensures it can't kill 3 vehicles in a row without backing off to cooldown.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4598
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Posted - 2015.01.28 15:13:00 -
[218] - Quote
Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice.
EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1616
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Posted - 2015.01.28 20:19:00 -
[219] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Many Tankers manually fire the missiles alone.
Acquire Currency, Disregard Female Canis lupus familiaris
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4604
|
Posted - 2015.01.28 20:22:00 -
[220] - Quote
Sir Dukey wrote:CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Many Tankers manually fire the missiles alone.
I always manually tap the trigger too. The full Auto never seemed to work quite right for me.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1250
|
Posted - 2015.01.28 21:07:00 -
[221] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Been reading through some of the discussions going on, and I will say you have most certainly got my attention.
Though I'm a bit confused. Why are you maintaining the old idea of what these various turrets are and their roles in the field. I do understand that for a long time now you have been pushing this idea that large turrets are meant only for AV purposes, and equipping smalls is theoretically supposed to fill that gap at the cost of additional infantry on the field.
It does make some amount of sense, but from my experience, in practice it never really panned out. What has changed??
I've always wondered why you don't split functionality among large turrets, as it would seem easier to focus on one rather than attempting the complex idea you are trying (and have been) so desperately to accomplish.
Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry.
I mean I do see the issue that those tank would be too powerful against ground AV. But that in itself is very easy to address. Drastically increasing PG/CPU usage on an AI tank turret, would limit "tank" options. Conversely decreasing PG/CPU usage for AV turrets would allow for higher tank ability, moving infantry AV to more of a support against them and not the end to them. Given an AV turret really shouldn't be killing infantry in the first place, this shouldn't be much concern to infantry.
An issue I see would be small turrets, but perhaps you could limit them for an AV tank in some way.
Sorry, I know I'm not addressing what you are saying, but as a tanker from the old days, this has been tried for so long that I just don't see it as the best direction to take. I don't really like the idea of a blaster being good against other tanks, yet having AI functionality. Missiles to me will still simply go back to underperforming, and rails simply become hill snipers.
BTW, agreed rails shouldn't be the end all in the face of other turrets, but with range being so much greater than blasters and more precise than missiles, this will NEVER change. And as far as missiles, either go with several short bursts or back to the single fire. Ever have I hated that full auto crap.
Anyways, keep up the good work, I hope you get it right. Tank love is long overdue. Just keep in mind that you actually address the root of these issues and not what outwardly appears to be the problem. As a tanker, I've taken quite the break here and don't intend to come back until changes come about, but I do look forward to positive things for my role. In the meantime, I'll keep on with ol destiny but I'm still with Dust at heart.
Tanks - Balancing Turrets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4610
|
Posted - 2015.01.28 21:21:00 -
[222] - Quote
Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry.
My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders
2743
|
Posted - 2015.01.28 21:45:00 -
[223] - Quote
Doc DDD wrote:Godin Thekiller wrote:CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
I don't think you understand what we're getting at. Simply put, we're saying that how the blaster itself works is not favorable as a Large turret, and we're asking for a restructure of some kind, and the going ideas are shotgun turret or PLC turret, or some variation between the two. True is saying PLC or tri shot shotgun, Pokey is saying he gets why all works, but (I think) wants the shotgun turret. I personally want the shotgun turret to be it due to it working far better by design in CQ, especially on moving targets and while moving (which keeps other HAV's from hitting you, a good thing for a CQC brawler). The numbers in Rattatis proposal have the large blaster doing double dps, with a smaller clip, about 50% more damage per shot and slightly more heat build up. Controlled bursts are going to be amazing so don't worry about the shotgun model.
That seems to be pushing it. Assuming a average eHP of about 10k eHP, HAV's will be dropping in around 5 seconds, and that is going in the opposite direction of what I believe a solid TTK is.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2743
|
Posted - 2015.01.28 21:54:00 -
[224] - Quote
Pokey Dravon wrote:Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice. EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels.
If you think about the fact that fuel is added into missile strength calculations irl depending on the type, it really does make sense, but depending on how smart our warheads are, and how strong the fuel is would decide that.
We could go with man ways to go about it: Stronger fuel and weaker warhead, which has a stronger close range and a high travel speed, but ****** at range (accelerated rockets?), vice versa for slower but less of a dropoff, maybe weaker (normal), etc.
click me
Blup Blub Bloop. Translation: Die -_-
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
398
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Posted - 2015.01.28 21:55:00 -
[225] - Quote
CCP Rattati wrote:This thread is becoming fairly derailed.
The purpose is to balance the Blaster, Missile and Rail, as they are, within the the known constraints. Designing plasmacannon turrets belongs in another thread, and is perfectly fine.
Blaster is Heavy Autocannon, CQC AV with AI capabilities, especially with a new active dispersion mod in high and active heat reduction mod
Rail is long range AV, meant to be not as powerful as it is for allcomers.
Missiles, can use the dispersion mod, I am still mixed whether Missiles should be 2 long bursts, instead of one hold the button.
Wow, this has been a very messy conversation. Rattati, I would like to contribute something, although I am not an HAV player, and only know these three weapons from the INSTALLATION point of view.
But, in all honesty, your team and the fellow players don't make helpfully responding to (or understanding) your subjects very easy for us "outside the circle" players to do. Your initial post in the thread used a wordage and phrasing of someone who's been "locked in the laboratory too many days without rest" "..the AI should be thought of in terms of an active-module" wha? "missile launcher alpha is too extreme" extreme what, too high hp, too high rotation? It took me all 10 pages of the thread, just to verify this is Large Turrets for HAVs you're referring to, and not AI of Installations. LOL.
CCP staff and HAVers, pleaseGǪ try no to let your words and phrases get too nerdy and geeky and truncated, or you'll lose the rest of us who are trying to understand, and may have some great ideas to help you.
I will try (yikes, TRY) to be helpful if I can Rattati; I think I understand that you are NOT looking for weapon redesigns (your team already has some decisions and redesigns already completed), you just want some adjustment of the core traits we have in the Large Turrets right now:
If the Large Rail Turret is the most dedicated AV weapon an HAV carries (meaning it is almost solely meant for killing vehicles and installations at a distance---can't kill infantry efficiently without TONS of patience) then its HP per shot should be reduced just a BIT, its range and rate-of-fire remain the same, its default rotation speed should be increased just enough to give it better tracking of an LAV-fast vehicle in a mid-range encounter and slightly-close encounter. The LAV should still be able to out-circle the Rail Turret in very close-range. Because of its great power, I don't believe a Large Rail should ever have an AI available for it.
If the Large Blaster Turret is meant to be me most dedicated INFANTRY suppressor then its dispersion should be reduced enough to SWEEP up a concentration of infantry at mid-range by default, allow AI to be applied that will only make the Blaster to better SUPPRESS (perhaps with very palpable auto-tracking that might achieve one kill per every 5-seconds of continuous fire), and the rotation speed should be increased to enough to track infantry moving at FATTY-speed when in a close-range encounter. NO AI should be applied to close-range encounters.
If the LARGE MISSILE Turret is meant to be the ONLY large turret that straddles the gap between anti-vehicle and anti-infantry (meaning it can destroy small vehicles even at its far-range, can only suppress large vehicles and infantry at its far-range, but can efficiently destroy vehicles and infantry in mid-range or closer) then slightly REDUCE the hp damage per missile (so that the driver has to focus all the missiles from his salvo to destroy large vehicles, OR (not both) increase the length of time it takes for the last missile to clear the turret (so infantry and vehicles have more time to evade part of the salvo), increase the turret's rotation nearer to that of the Blaster Turret (so the driver must choose between suppressing a broad area of infantry or concentrating on one target at a time, and retain the 10-missile salvo per trigger-pull (this is a great psychological impact on infantry during suppression fire). AI should apply ONLY to far-range encounters (to improve the ability to suppress even nimble large vehicles like Dropships effectively)
(Note, I believe the 10-missile salvo should also be applied to the Missile INSTALLATION in the future)
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Godin Thekiller
The Corporate Raiders
2743
|
Posted - 2015.01.28 21:56:00 -
[226] - Quote
Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets?
This, and why would there be a big ass turret for a small ass target?
click me
Blup Blub Bloop. Translation: Die -_-
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Alena Ventrallis
Intara Direct Action Caldari State
2494
|
Posted - 2015.01.28 22:50:00 -
[227] - Quote
Godin Thekiller wrote:Pokey Dravon wrote:Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice. EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels. If you think about the fact that fuel is added into missile strength calculations irl depending on the type, it really does make sense, but depending on how smart our warheads are, and how strong the fuel is would decide that. We could go with man ways to go about it: Stronger fuel and weaker warhead, which has a stronger close range and a high travel speed, but ****** at range (accelerated rockets?), vice versa for slower but less of a dropoff, maybe weaker (normal), etc. That makes no sense. Fuel has nothing to do with the payload of a missile (ie: the part that goes boom) I could MAYBE understand the missiles slowing down as the run out of fuel, but reduced damage? Unless some complete moron decided to use the payload as fuel (HAHAHAHAHAHAHA) Then missile damage should be consistent at 0m and at max range.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16866
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Posted - 2015.01.28 23:01:00 -
[228] - Quote
Alena Ventrallis wrote:Godin Thekiller wrote:Pokey Dravon wrote:Alena Ventrallis wrote: Railgun: If railguns are supposed to be AV only, then they need to be better at it than the other turrets. If blasters are just as good as rails at AV with AI capability besides, then what's the point of running it?
Because Rails have 300m range and Blasters have like....30-40m? The same principle applies to infantry weapons, where the Plasma Rifle has better DPS than the Rail Rifle. The Railgun will be better AV in far more situations than a Blaster will, so overall its a better choice. EDIT: Also agree. Missiles with falloff doesn't make sense, they should do full damage up to their point of self detonation. I'd also love to see them be more effective at longer ranges so the DPS can be brought down to more reasonable levels. If you think about the fact that fuel is added into missile strength calculations irl depending on the type, it really does make sense, but depending on how smart our warheads are, and how strong the fuel is would decide that. We could go with man ways to go about it: Stronger fuel and weaker warhead, which has a stronger close range and a high travel speed, but ****** at range (accelerated rockets?), vice versa for slower but less of a dropoff, maybe weaker (normal), etc. That makes no sense. Fuel has nothing to do with the payload of a missile (ie: the part that goes boom) I could MAYBE understand the missiles slowing down as the run out of fuel, but reduced damage? Unless some complete moron decided to use the payload as fuel (HAHAHAHAHAHAHA) Then missile damage should be consistent at 0m and at max range.
Depending on the warhead perhaps super dense materials are involved which affects the standard trajectories of the missiles.
For example lore explains the Javelin Hybrid Charge fires a Super Dense Sabot Round....perhaps with gravity applied to their super dense materials they suffer from "in game" trajectories.
However again I don't mean to de-rail just a potential explaination.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Harpyja
Legio DXIV
2296
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Posted - 2015.01.28 23:03:00 -
[229] - Quote
Godin Thekiller wrote:Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets? This, and why would there be a big ass turret for a small ass target? Because bigger turret means bigger boom against smaller target.
All kidding aside, it isn't that simple to say that 3 large turrets are better than one plus two smalls. You have to consider many other things other than just pure damage. For one, three HAVs are much more expensive to operate simultaneously as opposed to one HAV and two gunners. Second, three HAVs uses up a larger portion of the team vehicle limit. It is also much easier to maneuver around, engage, and escape with just one HAV as opposed to three. The three HAVs have to stick together to be powerful, and one on its own is weaker than a HAV with two gunners. This now brings me to the point that the small turrets do not have to be AI like the large turret. Two AV small turrets plus the AI large turret should be able to rival a HAV with one AV large turret.
Both methods have advantages, but I see the three simultaneous HAVs much more difficult to coordinate. It proved difficult enough back when Uprising was released to have two HAVs spider tanking each other and move around together as a single unit to keep the reps active.
Also, going back to my comment on using small turrets with the opposite role of your large turret is more advantageous, as it allows your primary focus to be what your large turret is and through teamwork, you can level the playing field against the other role, unless if your opponent is specialized in that role (3 AV turrets > 1 AV large + 2 AI small)
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4622
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Posted - 2015.01.28 23:17:00 -
[230] - Quote
Harpyja wrote:Godin Thekiller wrote:Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets? This, and why would there be a big ass turret for a small ass target? Because bigger turret means bigger boom against smaller target. All kidding aside, it isn't that simple to say that 3 large turrets are better than one plus two smalls. You have to consider many other things other than just pure damage. For one, three HAVs are much more expensive to operate simultaneously as opposed to one HAV and two gunners. Second, three HAVs uses up a larger portion of the team vehicle limit. It is also much easier to maneuver around, engage, and escape with just one HAV as opposed to three. The three HAVs have to stick together to be powerful, and one on its own is weaker than a HAV with two gunners. This now brings me to the point that the small turrets do not have to be AI like the large turret. Two AV small turrets plus the AI large turret should be able to rival a HAV with one AV large turret. Both methods have advantages, but I see the three simultaneous HAVs much more difficult to coordinate. It proved difficult enough back when Uprising was released to have two HAVs spider tanking each other and move around together as a single unit to keep the reps active. Also, going back to my comment on using small turrets with the opposite role of your large turret is more advantageous, as it allows your primary focus to be what your large turret is and through teamwork, you can level the playing field against the other role, unless if your opponent is specialized in that role (3 AV turrets > 1 AV large + 2 AI small)
See I disagree on a few of those points, I think 3 HAVs working together are far more capable of routing enemies due to their ability to engage on multiple lines of sight, whereas a single HAV is effectively limited to one. It's far harder for AV to hide behind cover for multiple directions than it is from just one. Even if 2 small gunners have some minor advantages, I just feel like by allowing Large Turrets to be highly effective against infantry, you're not encouraging the 2-3 man tank enough, which I think needs to be essential if you plan to directly engage infantry.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16866
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Posted - 2015.01.28 23:17:00 -
[231] - Quote
Harpyja wrote:Godin Thekiller wrote:Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets? This, and why would there be a big ass turret for a small ass target? Because bigger turret means bigger boom against smaller target. All kidding aside, it isn't that simple to say that 3 large turrets are better than one plus two smalls. You have to consider many other things other than just pure damage. For one, three HAVs are much more expensive to operate simultaneously as opposed to one HAV and two gunners. Second, three HAVs uses up a larger portion of the team vehicle limit. It is also much easier to maneuver around, engage, and escape with just one HAV as opposed to three. The three HAVs have to stick together to be powerful, and one on its own is weaker than a HAV with two gunners. This now brings me to the point that the small turrets do not have to be AI like the large turret. Two AV small turrets plus the AI large turret should be able to rival a HAV with one AV large turret. Both methods have advantages, but I see the three simultaneous HAVs much more difficult to coordinate. It proved difficult enough back when Uprising was released to have two HAVs spider tanking each other and move around together as a single unit to keep the reps active. Also, going back to my comment on using small turrets with the opposite role of your large turret is more advantageous, as it allows your primary focus to be what your large turret is and through teamwork, you can level the playing field against the other role, unless if your opponent is specialized in that role (3 AV turrets > 1 AV large + 2 AI small)
That would logically infer that you are using bigger rounds for increased payload. Bigger rounds mean longer chambering time and slower fire rates.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1251
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Posted - 2015.01.28 23:38:00 -
[232] - Quote
Godin Thekiller wrote:Pokey Dravon wrote:Tebu Gan wrote:Why do you not split the turrets, large that is, into 2 types? One with AV functionality and one with AI functionality. This has always perplexed me. Why is this not a viable strategy to balancing tanks. It would seem to me that it would give tanks a place among themselves to be on the battlefield. AI tank pinning you down, pull out the AV turret, or the AV infantry. My question to you is, why would anyone ever have small turrets? Under your model it would make sense that Large AP turrets would be innately better than Small AP turrets, right?. Would it not make more sense to just run 3 solo tanks together, rather than put the 3 pilots in the same tank at that point, since 3 Large AP Turrets > 1 Large + 2 Small AP turrets? This, and why would there be a big ass turret for a small ass target?
Why would it make sense to run 3 solo tanks over one with 2 smalls? I don't think your assumption is entirely true that 3 AP large over shadow 1 large ap with 2 small aps. I've never seen the small turrets as "Pilots turrets" as you claim them to be. They are there for the ground pounders to use to supplement the tanks in taking a position or killing the enemy.
All honesty, if there are 3 pilots, why in the world would they not just simply call 3 separate tanks in to begin with!? You certainly confuse me with that statement. While given, 3 pilots can man a single tank, what benefit does this give you. Forgive me if I'm missing something here, I'm currently on a dust 514 vacation. But as far as I know, tanking hasn't changed much at all, if any.
Now to answer your question, why wouldn't you use 2 smalls if you have the PG/CPU to do so?? It would help supplement your tank, and give a place for the infantry to hide, assault, and take a position.
My question, why do you assume that a large AP turret would be > a small AP turret? What if a large AP was more or less on par with a small AP turret.
The point I'm trying to get across, tanks need to play a more diverse role on the field else they will ever be stagnant as they are. By giving the DRIVER the ability to determine what that role is you dramatically increase the amount of tank interaction on the field.
Let's just throw out some scenarios:
AP large turret vs Infantry, Tank has decent ability to kill infantry nearly as well as a small will, infantry is mostly helpless against it as it is unfazed by conventional firearms.
AP large turret plus 2 smalls vs Infantry, A very dangerous set up as now you have 3 deadly turrets to kill with.
AP large turret vs AV infantry or AV tanks, against the infantry, the tank is more or less an even match. If the infantry plays his cards right, using high cover, light vehicle, ect, he can easily overcome the tank. With the increased CPU/PG required for tracking and firing protocols associated with hitting small targets, the tank will sacrifice sorely needed durability against AV of all forms.
This is how I see match ups going down.
AV tank Greater than AI tank AV tank Greater than Infantry AV AV tank ineffective against conventional infantry
AI tank greater than Infantry AI tank equal to AV infantry AI tank less than AV tank
Given we may need to address the issue of an AV tank using small turrets to overcome their lack of AI abilities. But I'm sure there are solutions for that as well.
The main thing with AI Large turrets is that they need to be more on par with infantry. Much shorter ranges, less damage output, slower tracking, ect. I mean simply addressing the issue of range, really gives the infantry AV a superb advantage over an AI tank.
But my whole idea gives tanks a purpose among themselves on the field. I imagine PC match ups would run an AI tank for each side, with 2 AV tanks protecting it. AI tank pushes objectives, AV tanks provides cover against other tanks. Both sides run AV infantry that deal with AI tanks rather well.
I mean I see a lot of potential in this in really improving tank play. I mean all everything was previously was tank slaughters infantry and holds ground against other tank. What I propose is tank slaughters infantry but can't hold ground against an AV tank nor can it withstand much from the infantry AV. But with the lack of infantry AV or AV tank support, the AI tank is left unchecked to rampage.
But more than likely it will have some sort of disadvantage when going into the field, where as all tanks previously that did this did not. That my friend has always been the problem with them. You get basically a suit that is immune to all conventional infantry to infantry play weapons. There was never any considerable disadvantage to them. Yet stripping them of the AI in regards to large turrets (as ALWAYS having 2 extras with you isn't nearly as feasible in practice in my opinion for the overall win) removes the need for an AV tank.
And to Godin THEkiller, why not? This is the future is it not!
Btw, If you seriously want to openly discuss this more, and I'm def open to it, it might be best to move it to another posting as this might be a bit more off topic of what the dev intends. I honestly don't see the current direction as some overall fix to the situation, but if you have points to the contrary, I would be very much interested to hear them. I do miss typing about dust.
Tanks - Balancing Turrets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4622
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Posted - 2015.01.28 23:52:00 -
[233] - Quote
Ok ok. Let's see if we can find a compromise.
The key thing I'm trying to hammer in is 1. Small Turrets will always be better at killing infantry than Large Turrets 2. Large Turrets will always be better at killing vehicles than Small Turrets
Going off the principle I outlined before of a gradient scale *in a general sense* of Most AP centric gradually transitioning into most AV centric. In this example Small Turrets still maintain superiority in terms of AP over Large Turrets, and Large Turrets maintain AV superiority over smalls. However there are two 'sets' of each turret size, one more AV centric and the other more AP centric. In this case the AV Compressed Small Rail would have a similar level of performance compared to the AP Stabilized Large Blaster, in being both equally effective against infantry and vehicles. As you move up or down the scale, things become increasingly more polarized.
Most AP Centric
(Stabilized Small Blaster) Tight Cone - Higher Fire Rate - Less Damage/Shot (Fragmented Small Missile) Wider Splash Radius - Higher Fire Rate - Less Direct Damage (Cycled Small Rail) Higher Fire Rate - Less Heat Buildup - Lower Damage/Shot
[Scattered Small Blaster] Wide Cone - Lower Fire Rate - Higher Damage/Shot [Packed Small Missile] Tighter Splash Radius - Lower Fire Rate - More Direct Damage [Compressed Small Rail] Lower Fire Rate - More Heat Buildup - Higher Damage/Shot
(Stabilized Large Blaster) Tight Cone - Higher Fire Rate - Less Damage/Shot (Fragmented Large Missile) Wider Splash Radius - Higher Fire Rate - Less Direct Damage (Cycled Large Rail) Higher Fire Rate - Less Heat Buildup - Lower Damage/Shot
[Scattered Large Blaster] Wide Cone - Lower Fire Rate - Higher Damage/Shot [Packed Large Missile] Tighter Splash Radius - Lower Fire Rate - More Direct Damage [Compressed Large Rail] Lower Fire Rate - More Heat Buildup - Higher Damage/Shot
Most AV Centric
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1251
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Posted - 2015.01.28 23:57:00 -
[234] - Quote
Btw Rattati, I very much love this community and how you interact with the community. You my friend, are what saved Dust! I spend a lot of time with the destiny forums, but never actually do anything other than read postings. As the only thing that will be read is what's "trending" and even then it seems to me that the voice is mostly not listened to.
You have done a wonderful job buddy, and sorry I kinda called you out that one time back when you were just a player working in the finance field or whatever it was you did! It certainly wasn't your place and if you had been here all along, dust would have been MUCH further along.
I hope they pay you well for all of this!!! Sorry off topic since I haven't been spending a lot of time here, I figure I should give you this shout out. I really love how you have progressed this game!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1251
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Posted - 2015.01.29 00:23:00 -
[235] - Quote
Pokey Dravon wrote:Ok ok. Let's see if we can find a compromise.
The key thing I'm trying to hammer in is 1. Small Turrets will always be better at killing infantry than Large Turrets 2. Large Turrets will always be better at killing vehicles than Small Turrets
Going off the principle I outlined before of a gradient scale *in a general sense* of Most AP centric gradually transitioning into most AV centric. In this example Small Turrets still maintain superiority in terms of AP over Large Turrets, and Large Turrets maintain AV superiority over smalls. However there are two 'sets' of each turret size, one more AV centric and the other more AP centric. In this case the AV Compressed Small Rail would have a similar level of performance compared to the AP Stabilized Large Blaster, in being both equally effective against infantry and vehicles. As you move up or down the scale, things become increasingly more polarized.
Most AP Centric
(Stabilized Small Blaster) Tight Cone - Higher Fire Rate - Less Damage/Shot (Fragmented Small Missile) Wider Splash Radius - Higher Fire Rate - Less Direct Damage (Cycled Small Rail) Higher Fire Rate - Less Heat Buildup - Lower Damage/Shot
[Scattered Small Blaster] Wide Cone - Lower Fire Rate - Higher Damage/Shot [Packed Small Missile] Tighter Splash Radius - Lower Fire Rate - More Direct Damage [Compressed Small Rail] Lower Fire Rate - More Heat Buildup - Higher Damage/Shot
(Stabilized Large Blaster) Tight Cone - Higher Fire Rate - Less Damage/Shot (Fragmented Large Missile) Wider Splash Radius - Higher Fire Rate - Less Direct Damage (Cycled Large Rail) Higher Fire Rate - Less Heat Buildup - Lower Damage/Shot
[Scattered Large Blaster] Wide Cone - Lower Fire Rate - Higher Damage/Shot [Packed Large Missile] Tighter Splash Radius - Lower Fire Rate - More Direct Damage [Compressed Large Rail] Lower Fire Rate - More Heat Buildup - Higher Damage/Shot
Most AV Centric
So the jist of what you are saying is that a large turret shouldn't outperform a small turret in the AI department but neither should a Small turret over shadow a large turret.
What problems do you see with a large turret that is on par with a small turret in regards to AP? The way I see it, the small turrets should be there to supplement the role of the large turret, not simply determine it. My issue is that if a lone tanker can't effectively deal with infantry, then you lessen the need for an AV turret, even in the presence of smalls that are supposed to fill the gap.
Thing is, tankers are not going to ALWAYS run gunners. I've play lone wolf in pubs and I ALWAYS have smalls on. From what I have found is that most infantry are uninterested in using them, and those that do don't tip the balance enough in my favor to actually make me a discernible threat on the field requiring the need for AV tanks (and even if there is one out, I hold a significant advantage over it anyways).
Let me just ask you this, what is it that you view is wrong with tanks?
For me, I see them as not having a discernable role given to them to require the need for tank on tank interactions. Back when the tank changes hit that made them OP, I took it upon myself to run the AV portion. I skipped over infantry, rarely caring for them in the least, and focused on all of those tanks on the field gunning down infantry. With me on the field, I was able to completely turn the tide of battles single handly. But best of all, I had a lot of reason to pull out my tank, and plenty of other tanks to shoot.
Since they have toned down the blaster though, that fun evaporated. No longer could I go out with the intent of going purely AV as many times there weren't any to be found, and those that were there, really served no purpose to the outcome to a match. Us tankers might as well have our own game mode, as we really weren't needed in matchups. I was forced to play ADS as PC matchups no longer really need tankers, as they didn't hold the advantage that a forge gun couldn't fill. And if needed the forger could go HMG and actually make an impact on the outcome of a battle if need be.
Where tanks were just there for mostly nostalgic reasons. And I mention PC because the very nature of the PUB is unbalanced to begin with, and there will always be someone at a disadvantage, which is not always the result of a particular thing being unbalanced but due to the lack of a team not having roles balanced out.
So I ask, Why do you think that tanks need changes in the first place?
Tanks - Balancing Turrets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4623
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Posted - 2015.01.29 01:26:00 -
[236] - Quote
Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Harpyja
Legio DXIV
2297
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Posted - 2015.01.29 02:09:00 -
[237] - Quote
Pokey Dravon wrote:Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense? Except that Rattati wants to go in the complete opposite direction with UHAVs and DHAVs...
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4624
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Posted - 2015.01.29 02:53:00 -
[238] - Quote
Harpyja wrote:Pokey Dravon wrote:Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense? Except that Rattati wants to go in the complete opposite direction with UHAVs and DHAVs...
How so? UHAVs get bonuses specifically to small turrets to make them designed to fight infantry. DHAVs don't get small turrets and are designed specifically to NOT fight infantry, and instead focus on AV.
This is in line with my statement that multiple people are needed to effectively fight against infantry, and solo players are focused specifically on AV.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Harpyja
Legio DXIV
2297
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Posted - 2015.01.29 04:32:00 -
[239] - Quote
Pokey Dravon wrote:Harpyja wrote:Pokey Dravon wrote:Heres my general thought process, because I don't think I'm expressing it clearly.
Typically the AV community feels "If an HAV can easily kill me, I should be able to easily kill it. A 1 to 1 ratio." And while I don't completely agree, their though process has some merit to it. That being said I don't particularly like the idea that in 1 AV can easily take out my big fat ass, then 2 will completely wreck me....this doesn't sound very fun.
Instead if you make it so a Solo tanker struggles to kill infantry by himself, then conversely, the solo infantry AV would also struggle to kill the tanker. By make it more of a requirement for tankers to carry a gunner for the small turret, now it takes 2 people to easily kill infantry (Driver and Gunner) and you can more safely say that it takes 2 AVers to easily kill an HAV.
This seems like it would be more enjoyable. Does that make sense? Except that Rattati wants to go in the complete opposite direction with UHAVs and DHAVs... How so? UHAVs get bonuses specifically to small turrets to make them designed to fight infantry. DHAVs don't get small turrets and are designed specifically to NOT fight infantry, and instead focus on AV. This is in line with my statement that multiple people are needed to effectively fight against infantry, and solo players are focused specifically on AV. It pushes the effect to a greater extreme with the bonuses and how the base attributes are set up. UHAVs are slow and cumbersome and more susceptible to enemy vehicles, but are able to dispatch infantry AV quickly with its powerful small turrets. DHAVs are weak and fast, more susceptible to infantry AV with little ways to counter them, but can quickly outflank and outdamage UHAVs with its powerful large turret. Why should an AV focused vehicle be more susceptible to infantry AV than an AI focused vehicle? The UHAV will be a much more considerable threat to infantry, yet it will boast the higher defenses.
I think that the proper tradeoff should be that you give up defense for AI. Your best defense against infantry AV should be your offense. An AV focused vehicle can't fight back against infantry AV as efficiently, so it should rely on its defenses to pull out instead.
I already tried to discuss this in the other thread but it didn't seem like it caught any attention, so I'll just quickly summarize it here:
The DHAV will need an incredible damage bonus to beat the UHAV's defense, otherwise the UHAV will use its better defense to level the playing field against a DHAV. Any combat between DHAVs will result in the very swift annihilation of one them. I fear that DHAVs will be too weak and not fun to use, and UHAVs will be the king of all HAVs.
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4624
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Posted - 2015.01.29 04:54:00 -
[240] - Quote
Harpyja wrote: Why should an AV focused vehicle be more susceptible to infantry AV than an AI focused vehicle? The UHAV will be a much more considerable threat to infantry, yet it will boast the higher defenses.
I think that the proper tradeoff should be that you give up defense for AI. Your best defense against infantry AV should be your offense. An AV focused vehicle can't fight back against infantry AV as efficiently, so it should rely on its defenses to pull out instead.
I already tried to discuss this in the other thread but it didn't seem like it caught any attention, so I'll just quickly summarize it here:
The DHAV will need an incredible damage bonus to beat the UHAV's defense, otherwise the UHAV will use its better defense to level the playing field against a DHAV. Any combat between DHAVs will result in the very swift annihilation of one them. I fear that DHAVs will be too weak and not fun to use, and UHAVs will be the king of all HAVs.
I don't see how making an anti infantry HAV....weak to anti infantry....will make it good at anti infantry. It sounds like you're trying to nerf UHAVs in order to make DHAVs viable, rather than just making DHAVs sufficiently strong to counter them.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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