[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.08 06:03:00 -
[1] - Quote
Let me start off by saying that I love the vehicles in this game. I'm almost always in a tank, and I love every second of it. It's my style of gameplay, and I'm enjoying it very much.
I'd like to comment on some of the vehicles and modules that I've already used.
Onikuma - LAV
I've used a handful of these and even tried fitting some shield extenders on it to some effect. This "jeep" works pretty well with a blaster turret. I've tried it with a missile launcher, and I've found that it's usually only useful when it's stationary, since it looks like the missiles try to match the momentum of the vehicle, making running and gunning hard to aim with. I say "try" because the missiles are actually a bit unpredictable with their trajectory.
It goes down in one Militia Swarm Launcher volley, which is kinda wonky, but at the same time feels right. Small arms fire can take out the passengers and driver, which is also good. It's not meant to take a beating, it's a cheap transport. It serves this purpose well.
My only gripe is the passenger seat. I think that the passenger should be able to point his gun out the window and fire, rather than just be the guy that adjusts the radio.
I recommend you guys take one of these things out on some sweet jumps too. It looks pretty great from a distance.
Gunnlogi - HAV
I've gone through maybe a dozen of these. I've fit the main turret with a large Blaster and a Railgun, and I've put missiles and blasters on the small turret slots.
Being the cheaper version of the tank (the Sagaris being the bigger of the two), it's understandably fragile, but can still take a decent beating. It goes down to lone swarm launchers and forge guns, so these weapons are doing their jobs. Gunners definetly improve its survivability, and when those gunners are on comms the Gunnlogi is a force to be reckoned with.
The Railgun turret is great for taking out installations, enemy vehicles, and people. I feel that the railgun is meant more for large targets, and works on infantry too well. I'd recommend reducing the splash radius a bit so its less effective against infantry, but it keeps its anti-material properties.
The Blaster turret is a beast. It has the ability to take out infantry AND vehicles / installations effectively. The fire rate seems just right for a blaster, and the damage per shot is great. I'd add a small splash radius to its shots. Not a lot, maybe a meter or two. This way it can take out infantry more effectively.
As for the smaller turrets;
I'm going to start with turret placements on the vehicle. The one on top with 360 turn radius works great, and the one up front doing 180 works to sort of focus your fire on one area. If in the future you add larger tanks using roughly the same model, I'd add a third turret on the opposite track, so two are facing forward and one 360 turret. I'm not asking for a third turret on the current tanks, just on future ones IF they get any larger.
The small Missile Launcher works pretty well against LAV's and infantry. Again with the wonky momentum physics though, and I hope you guys are working on it. I don't see much change being needed here.
The small Blaster turret is great. It's awesome. Don't change a thing here. It does enough to take out Assaults, but lacks the ability to take out determined Heavies with Forge guns. That's not saying that heavies don't die to these things, but the smarter ones know how to survive to deal some damage.
I've never put small Railguns on my tank. I HAVE, however, manned a few in other peoples tanks. I'm not quite sure what their purpose is. I can see them working on a long-range support tank, but with the map we have right now it can't very well serve this purpose. Maybe they'll see some usefulness on larger and more open maps.
With the small Rails, the turn speed is fine. This turret, however, has the ability to zoom, unique to rails. When zoomed, the x axis is slowed to adjust to the new field of vision, however the y axis retains its old speed, meaning that when you try to snipe with it, it tries to fly up and down too much to be useful. Adjust the turret speed to scale with the zoom on the y axis, and you have a good long-range support turret.
Sagaris - HAV
I love this thing. I've tanked this thing up to 7.5k shield, two-shot enemy Gunnlogi's, five shot installations, and plow through infantry. The power is worth the cost.
I've used this thing to GREAT effect with the large railgun and small blasters, but I've also driven it with a large blaster and small missiles.
Since I've already commented on turrets, I'm going to skip over them for this vehicle, since weapons retain their stats regardless of the chassis they're on.
The survivability on this thing is pretty good. I'd suggest a small increase in CPU and PG, however. While the tank is good, I personally don't feel that it delivers on its "Marauder" name without a touch more survivability. I'm pretty sure that this suggestion is going to spark some flames, but let me just say that this is my opinion, and you're free to offer your own.
Driving these things, I've encountered several things that like to take them out, and I'd like to comment on those too. I'd also like to say that I'm not going to be commenting on the anti-infantry aspect of these weapons. This topic is purely on vehicles and things that directly affect them.
Swarm Launchers
Damage-wise, working as intended. As for the soldier carrying it, they seem very mobile for people carrying large missile launchers. I'd suggest a speed reduction for having this weapon fitted to the dropsuit, and a further reduction when equipped. Ducking in and out of rocks with a missile launcher is fine, but being able to run like a bat outta hell when friendly infantry come after you seems a bit... derpish.
Forge Guns
Continued on next post |
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.08 06:03:00 -
[2] - Quote
Forge guns do their anti-tank rifle job very well. I'd suggest a bit of a damage reduction on it, however. 1200 per shot with the cheap-o forge gun seems a bit much, maybe 1000.
Heavy Machine Guns
Yes, I have been shot at by these things, and they actually do leave a dent. Unloading into my shield until they overheat, they've cut me down by 10%. The change I would like to suggest is further down.
Assault Rifles
I put this up here because of one instance. I had a guy run up to the back of my tank (at the time it was tanked to about 5.4k shield), unload a clip into my ass, and cut my shield down to 55%. Luckily for me he was taken out shortly afterwards by infantry. The only reason I know it was the assault rifle is because I was watching my shield percentage drop slowly until his clip was out, at which point it stopped.
I'm going to suggest an inherent small arms resistance to tanks, not invulnerability. Shields are blocking bullets as they should, and should deplete to block them. Tanks should not have to worry about an assault rifle unloading on them though. Forge guns and Swarm Launchers would not be affected by this.
Turret Installations
Railgun - Working as intended
Blaster - Working as intended
Missile Launcher - Working as intended
Vehicle modules
The beef of the sammich you call a vehicle. Without these you're a turret on a glass frame.
Shield Extenders
They extend your shield and come in two flavors, small and large. Not much to say here. MAYBE slice the PG requirement a tad on the large modules. Or don't. It's not a huge issue, and I'm fine either way.
Shield Boosters
Instant shield regeneration on-demand, and these also come in small and large. These I have no problems with as they are.
Shield Resistance Amplifiers
Reduce damage to shields. These work great, and I wouldn't change a thing.
Damage Controls
Now these I actually do take issue with. They provide a modest boost to both shield and armor, but why use this when in the same slot you could put a 25% shield resist in the same slot? I can see this working for armor tankers since (as far as I can tell) it's the only mid-slot to offer an armor bonus, but not so much for shields.
I suggest one of two things - Introduce a similar module for low slots, but still only allow one or the other to be equipped at a time, or make this an active module that provides a larger resistance bonus for... lets say 15 seconds with a cooldown of 45 seconds. This would allow you to charge into an area with a heavy vehicle, or it could work for those "oh ****" moments in an LAV when you see a pack of swarm missiles heading your way.
Ok, taking a break for reals this time. Almost three in the morning :v |