Reinhard Manderfelt
Technically Legal
9
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Posted - 2015.03.13 19:46:00 -
[1] - Quote
Wait, you actually want the Shield Hardeners to negate even more damage? Have you ever tried pulling AV duty? You should try that. Grab a 100K+ Proto AV fit, and engage that Gunnlogi with 4K+ shield when he's got some boosters and a Hardener active. Not a chance you'll break through him before he drives off into the distance.
Also, if Tank v. Tank is the goal, you'll never get balance unless Tanks stop tearing Infantry to shreds, but as long as a single HAV can tear up a full squad, that squad should also be able to tear that HAV to bits in return.
But, you giving your opinion as a Tanker is fair, offcourse. So here's the opinion of an AV guy:
1) Shield Hardeners are ridiculous. Negating 40% damage is too much, causing Plasma Cannons (being Anti-shield) to need 5-6 shots to break through a semi-decent fitted Gunnlogi's shield, and don't even think about bringing a Swarm launcher, because they'll do literally nothing. Bring this in line with the Armor Hardener at 25%, there's no valid reason to have one at 25% and the other at 40%.
2) Why do Tanks get regulators? Because Infantry have them? Well, I'll have some Infantry Shield Boosters and some Hardeners as well. Thanks in advance. But in all seriousness. Some tanks can take a lot of damage, only to drive off, and repair their shields and armor in a couple of seconds. This is unbalanced. You've got Special repair tools for Vehicles. Make them useful. Either put a cap on Armor reps, or remove them completely. This will force super-tough Tank builds to hang back longer before being able to re-engage, as well as provide more incentive for pilots to choose a fit with a repair tool to keep themselves alive.
3) Give us a way to counter Active Modules. An EMP grenade that instantly removes any activated module effects, as well as force a cool down on the others; as if they had been activated. This will open up the way for infantry based AV to develop more tactics, and give us a counter to HAV's that stock up on Shield Boosters/ Hardeners. Offcourse, this will have no effect on Passive module builds, but that's ok, because the AV squad will be forced to choose between AV or EMP grenades.
4) Variety! We're forced to choose between a Plasma Cannon with no variety at all, a Swarm Launcher with one useless variant and a Forge Gun. (No comment on FG's, because I don't play them, but I know from a buddy who used to play them that due to the range cap and inherent slowness of Heavies they're the bottom choice for AV atm.) Besides that we get Proximity mines, which are kind of ok, but don't have a decent enough increase from STD->ADV-->Proto. (Deploy one more per tier.) What might help is reducing their scan profile, so it's harder for HAV's to detect them. And AV Grenades, which are good, but due to the speed at which HAV's accelerate and their top speed the 3rd grenade we got is useless, because he'll be gone roughly around the time you toss the 2nd grenade at his HAV.
My main request: Give us a Breach Plasma Cannon, with less Splash Damage, more base damage and have it do decent damage vs. Armor as well. PLC doesn't do enough damage v. Armor to make them an ideal AV weapon. The only reason they worked well before Echo is due to the prevalence of Shield Tanks. Now the Armour tank is back, and AV is seriously lacking once more. Swarm Launchers are not effective enough because the tiniest piece of cover between you and the tank will block most, if not all of the missiles. They're great for Dropships, but not ground vehicles.
so, tl;dr: AV needs more variety, and a decent way to compete with Active modules.
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Reinhard Manderfelt
Technically Legal
9
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Posted - 2015.03.15 01:55:00 -
[2] - Quote
You call my statement about the Swarms "entirely incorrect". Let me assure you, sir, that for every volley that dodges an object, 3 others smash into things in idiotic ways. The only reason you don't notice this is because....They don't hit your tank. Also the damage of a single Swarm missile is laughable, so again, your point is moot, because even if there's more than one that bends the curve, the rest won't hit you, and you can casually cruise back to the redline and rep in peace.
The problem I have with this discussion is that I'm simply trying to push for some more variety in AV, to get rid of the auto-aim weaponry (Swarms, AV grenades) and give AV some options where they need to aim, or use tactics/ teamwork. Because as you say, it's very rewarding when you get the kill with a fancy shot you pulled off, rather than with the Locked on Swarms or homing AV nade.
It's sad that Tankers seem so scared of giving AV anything, even if it would make the vehicle/ Infantry interaction a bit more layered and interesting.
Also, dude, I know this is the internet and all, but there really is no need to insult people you've never seen or played against.
example: [quote]you just fire at the very first opportunity and don't want to put any effort in. /quote] Your exact words. Yet, sadly for you, they are also completely incorrect, because I've completely stepped off the Swarm Launchers for HAV killing, in favor of the Plasma Cannon.
Just remember that a stupid and incorrect insult added to a decent argument tends to destroy the credibility of that argument. I believe in showing basic respect for people even, no especially, when you believe they're incorrect.
In online gaming: Skill=OP!
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