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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
530
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Posted - 2015.04.20 03:49:00 -
[1] - Quote
Now that HAVs have been incrementally adjusted to give them slightly better potency and slightly longer survivability in the matches, skilled players are finally able to use them to invade and hold portions of the map for their team. This is good.
The only delaying tool on the map are the Gun Installations that our team is sensible enough to hack blue, and operate long enough to suppress or frighten the HAV until fellow AV players can mount a counter-attack--- ---the HAV must quickly dance in and out of cover, and inevitably wear down the armour of the Installation faster than the Installation's native repping power can withstand. This is also good.
But now that the vehicles have the new-version Armour Hardener, this procedure is done in an amazing short period of time,GǪ and once again Installations are being removed from the match before they can provide any worthwhile area-denial or home-defense usefulness.
I suggest increasing the DEFENSIVE durability of the Installations, by either:
1- Raising the native armour-repair rate of all Installations
OR
2- Increasing the AI sensitivity of all Installations, so that they can auto-engage vehicles at a slightly farther range or more precisely detect/track a target even behind structures and obstacles.
I don't think any increase of RoF, HP damage, etc should be done. We only need the Installation's LIFESPAN to increase a bit, not it's killing strength.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
93
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Posted - 2015.04.20 09:43:00 -
[2] - Quote
One of the things I've often thought about this problem is that it'd be good if there was a way to make a blueberry manned turret more of a threat than an AI one.
I am sure that it isn't possible with the way that the game is set up but I've always thought that it would be good if the installations all came with a set of active modules that could be accessed by people when manning them.
E.g a Damage Mod and an armour hardener or a Heat Sink and Shield Regenerator
Increases installation survivability vs vehicles but only if the turret is being operated and even then requires some skill to use and potentially makes using infantry to take out the gunner whilst the tank is engaging more important too. |
Maiden selena MORTIMOR
Amarr Templars Amarr Empire
473
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Posted - 2015.04.20 12:17:00 -
[3] - Quote
Edgar Reinhart wrote:One of the things I've often thought about this problem is that it'd be good if there was a way to make a blueberry manned turret more of a threat than an AI one.
I am sure that it isn't possible with the way that the game is set up but I've always thought that it would be good if the installations all came with a set of active modules that could be accessed by people when manning them.
E.g a Damage Mod and an armour hardener or a Heat Sink and Shield Regenerator
Increases installation survivability vs vehicles but only if the turret is being operated and even then requires some skill to use and potentially makes using infantry to take out the gunner whilst the tank is engaging more important too. Active armor repper ....more usefull than shield module and i could be for this only if the modules power out put was std quality only ..and only 1 hardener on any turret ..with std timers
Also make vehicles skills apply so a highly skilled user gets better timers
The death of love
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
95
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Posted - 2015.04.20 12:44:00 -
[4] - Quote
Modules available open to discussion just random ideas above, not many skills in vehicles/turrets so to be honest I have no idea what I'm talking about as far as modules etc go, and yes absolutely just STD grade.
As I said this is probably not even feasible but I don't see why turret skills shouldn't apply to installations too. However I'm sure there are more knowledgeable people out there than me. |
Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1978
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Posted - 2015.04.20 12:52:00 -
[5] - Quote
You know they have active armor repairers for installations ... Axis repair tool .
Doubts are like flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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Kierkegaard Soren
Eridani Light Horse Battalion
772
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Posted - 2015.04.20 13:37:00 -
[6] - Quote
Two things are needed to make installations, and specifically turrets, matter:
1) a root-and-branch review of every turret position on every map, with the question of "is this a tactically useful place for it to be?" At the forefront of the developers' mind. 2) seed skills that increase a player's effectiveness with turrets, so that it can become a merc's speciality if they so choose it. Dispersion, heat management, rotation speed; lots of things to play with that could make a manned installation a real problem to the opposition.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
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Posted - 2015.04.20 15:25:00 -
[7] - Quote
**** no. They alraedy take about a mag and a half to kill with blasters, that doesn't need to go up. It's basically a free immobile HAV with (in the blaster and Rocket's case) a better turret. Their eHP needs to go down not up.
But the also need to be able to return to the fight at some point, because just straight killing them off at the start isn't particularly fun either.
click me
Blup Blub Bloop. Translation: Die -_-
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Kierkegaard Soren
Eridani Light Horse Battalion
772
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Posted - 2015.04.20 15:33:00 -
[8] - Quote
They can't move and they offer limited protection to the operator. No need to make them even less resilient in my book.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Sgt Kirk
Fatal Absolution Negative-Feedback
10213
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Posted - 2015.04.20 17:58:00 -
[9] - Quote
Man, it's be great if we had some kind of Vehicle repair module in this game to keep strategic installations alive on the field....
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
79
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Posted - 2015.04.20 20:44:00 -
[10] - Quote
Sgt Kirk wrote:Man, it's be great if we had some kind of Vehicle repair module in this game to keep strategic installations alive on the field.... Man, it would be great if we had some kind of AI so one person could rep a rail turret while it actually shot the enemy, rather than needing two people to fight 1 suit in 1 HAV, because 2V1 is such a great game design to require,......
As for 'Innate armour repair', don't make me laugh. Look at the actual rate of repair, Suits rep faster most of the time in absolute health than turrets do, it's certainly not even close to tanks. Active mods on the turret that use the users 'vehicle' skills would be a good thing, as they provide a reason for non tankers to put some effort into some tank skills also and for tankers to get benefits for their skills when not running a tank also. |
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