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DRT 99
Commando Perkone Caldari State
310
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Posted - 2015.03.24 04:39:00 -
[1] - Quote
First off quick story-time.
So recently i was in a match where we had the enemies pushed to an exterior objective, where they were firmly lodged behind cover with decent logi support, and we were assaulting from a pretty much open field with minimal cover. Needless to say we werent making much progress untill a friendly tank showed up, and while the pilot didnt get any kills, he remained stationary and allowed the infantry to use him as cover and his small rails eventually supressed the enemies long enough for us to rush them. Now im relatively certain that the tank and some of the infantry were squadded and this was synchronized, but still. This is something that should be encouraged.
So then i thought for a bit, and i feel like there is currently very little cooperation between infantry and pilots, theres lots of interaction as they shoot each other, but actual cooperation is limited to MCRUs and infantry making opposing AV infantry's lives difficult, both of which are passive (basically 'shoot the reds' or 'equip blueberry dispenser")
I feel like the biggest reason for this is the lack of incentive for either side to help the other - untill recently MCRUs didnt award any points, and rep tools have long since awarded no points for repairing vehicles. To that end, im proposing some changes and new modules with the aim of promoting more interaction between infantry and vehicles.
First off - MCRUs need to be fixed. They are still broken and can only be spawned on if your clone has been terminated. Make them always active and reduce WP per spawn from 50 to 25 (like uplinks)
On top of that, buff repairing vehicles. The axis repair tool is in a sorry state right now, nobody uses it, and repairing vehicles offers no rewards. as far as WP goes, repping vehicles should reward SOMETHING, but in order to prevent massive WP farming exploits, repair points should be earned far slower than repairing a dropsuit. On the flipside, guardian points would be expanded to include vehicle damage and vehicle destruction points, so the person repping a tank that destroys another tank will receive a sizable ammount of WP.
Beyond that, there are a few vehicle modules that i have though of to increase a vehicle's versatility and make more of a positive impact on friendly infantry (aside from destroying enemy tanks) Nanocloud Disperser Offers passive healing to nearby teamates, up to 40hp/s at proto. Would be very hard to fit (PG/CPU hog) Provides triage WP to vehicle pilot
Mass Ammo Replicator Creates ammo for infantry in a small radius around the vehicle, relatively easy to fit Offers restocking WP for pilot
Both these modules, combined with MCRUs would encourage the use of tanks as 'mobile bases' , rewarding both tankers and infantry. Tanker finally get that role they always wanted, and infantry benefit from more acessible spawns and repairs. also may get some blueberries to start thinking teamwork (I like the reps this tank is giving me... maybe i should kill that AVer over there?)
If this were to happen, then i believe that tanks could be made more into 'focal points' on the battlefield - far slower, far more durable, far more damaging, maknig tanks the best counter to tanks but making them require infantry support by removing almost all AI capability from the main gun, so they could handle some AV fire but would die quickly to concentrated AV without infantry support.
So i know this has become a bit of a wall of text but i think that these changes would benefit everybody, tankers and non tankers. |
DRT 99
Commando Perkone Caldari State
319
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Posted - 2015.03.25 05:20:00 -
[2] - Quote
Takahiro Kashuken wrote:If you want me to sit still and be a wall for infantry to push up then i better get a good old buff in the form of HP because base HP has been nerfed, HP modules have been nerfed, armor repairers and shield booster have been nerfed/don't work.
AV hits hard, AV nades like a mini nuke, swarms which endlessly follow you around corners, JLAV for the terrorist in you and installations with more HP than your HAV.
Yeah, the last paragraph i spoke about how this would open the door for HAVs to be more of a focal point, and how this would allow them to have more HP and do more damage, but be slower and less capable at AI (as far as the main gun is concerned). Thus tanks can shrug off one or two infantry AVers, but in numbers they can take out the tank. Therefore infantry would be requred to protect the tank from AV.
Alena Ventrallis wrote:So in essence, tanks would be analogous to Titans from Eve?
Not just titans but capitals in general. They could trade fire with other tanks like titans and dreads, but be vulnerable to numbers of smaller infantry (ships) and therefore need the support of smaller ships (infantry) The AOE repair mod, combined with (hopefully) the return of vehicle RR mods, would allow them to function somewhat like carriers and supercarriers (with the MCRU launching fighters in the form of infantry)
All you need is a cargohold full of strippers. Im sure we could ask ratatti nicely?
Spkr4theDead wrote:Kinda doesn't mean anything when 6 enemies stop seeing all colors except red, as those 6 take out AV and proceed to throw 10k damage your way every second. 6 people attacking a tank simultaneously should make a mess of it. I think thats working as intended.
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DRT 99
Commando Perkone Caldari State
321
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Posted - 2015.03.26 14:30:00 -
[3] - Quote
im not sure if 5hp/s is enough, it feels like it would be irrelevant in a serious gunfight. At which point whats the point of a compact nanohive if you have a triage hive and nanohives? |
DRT 99
Commando Perkone Caldari State
327
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Posted - 2015.03.27 04:11:00 -
[4] - Quote
tanks obviously wouldnt be ground based titans. think of them more along the lines of battlecruisers / command ships that provide bonuses to others (in the forms of reps, ammo, spawns and cover) but are still vulnerable to groups of frigates (AV infantry) of even just one frigate given enough time and lack of support for the battlecruiser. |
DRT 99
RAT PATROL INC.
329
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Posted - 2015.03.28 05:44:00 -
[5] - Quote
yes, the idea was that a tank could sacrifice some Damage / tank in order to become a support powerhouse (less DPS and Tank, more utility)
of we could introduce specializations that enhance these roles but that would be way later. |
DRT 99
RAT PATROL INC.
335
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Posted - 2015.03.30 21:30:00 -
[6] - Quote
no, the blueberries may not be worth a damn, but a six man squad most likely is.
that 6 man squad is also more likely to communicate and prioritise threats properly, as well as skillfully use the tank as cover from small arms. |
DRT 99
RAT PATROL INC.
335
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Posted - 2015.03.31 02:51:00 -
[7] - Quote
Greiv Rabbah wrote:(i stopped reading here because you're blaming CCP from here on for something the players are doing wrong)
(snip)
also vehicles healing and resupplying infantry?! dangerous territory... i'd like to see this happen, but in something other than tanks. a mobile fortress of some sort. something bigger, slower, stronger, and easier to shoot at... like a mobile fortress of some sorts... a "land titan" as true adamance would argue against, could actually be a great idea...
i didnt intend that part of my post to come off like 'CCP FAILED TO GIVE US THINGS!', i was actually thinking 'Heres some ideas that might foster some cooperation!' Ill have a look at my OP and see if i can make this segment less ...inflammatory?
on your second point, i do agree somewhat. maybe a tank variant that has 3 or 4 small turrets and no large gun and gets bonuses to these support modules?
or MAVs? 1 driver operated small turret and increased support abilities? along with carrying capacity for a full squad. either way this results in a 'support vehicle' specialization and regular tanks that can make sacrifices to offer some support.
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DRT 99
RAT PATROL INC.
343
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Posted - 2015.04.01 02:57:00 -
[8] - Quote
Miokai Zahou wrote:Alena Ventrallis wrote:Infantry support should be in the form of maneuverability. I believe tanks are and have always been way too fast, both top speed and acceleration. A tank should be about staying power, not about hit-and-run. Slow them down, and perhaps buff their hp. This makes it easier to place AV remotes on them, means they struggle to escape AV once it becomes overwhelming, and emphasizes their main role: support of infantry. This also means that they need infantry to protect them from AV, scouts with remotes, and lighter vehicles. Right... only when AV and especially the swarm stuipdness is toned considerably then let's talk about giving tanks staying power and less speed and manoeuvrability... Not before.
Ideally, tanks would lose speed and infantry AV would lose damage
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