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Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.14 01:16:00 -
[1] - Quote
The uprising vehicle changes were supposed to transform vehicle play into "waves of opportunity" where they would be extremely strong for a short period of time before they became vulnerable and had to retreat for a cooldown period.
I have flown the a ADS for a week now and found that it is vulnerable to swarms even while running dual hardeners. A single player with a prototype launcher and stacked damage mods can take down a dual hardened ship in a few seconds. The only hope a pilot has to save his ship is to run on afterburner the moment he hears a launch.
Dual reppers are a total failure.
As it is a pilot can't support his team over the few objectives that aren't under cover and can't even force the enemy to be vulnerable by switching to AV. A commando can carry a SL along with another light weapon and there need only be a single launcher in play for total air denial.
The dropship has no wave of opportunity, it just alternates between vulnerable and fragile. All this because of a skill less auto homing weapon. |
Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.14 03:12:00 -
[2] - Quote
The promise was to be able to linger over the target for 30 seconds before having to run and hide. The reality is zero linger time when the first volley is launched. You simply can't be effective in the ADS if you can't stick around. That's why you don't see dropships used for more than getting on top of buildings that the Quake jumpers can't leap on top of.
You can't stay even with dual hardeners and a basic heavy repper activated because the SL with stacked damage mods will overwhelm all your defenses. |
Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.14 11:48:00 -
[3] - Quote
I'm running dual basic armor hardeners for a total of 80% resist and a basic heavy repper in the lows and an AB in the high.
All levels of hardeners have the same resistance so it doesn't help to use higher tier, and I don't have the PG for a higher tier Repper even with my vehicle skills maxed out.
That used to work a year back. Dual heavy Repoers used to keep up with swarms back then too, but have zero chance now. |
Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.14 19:57:00 -
[4] - Quote
The original ships with gunners were more fun and the required teamwork good for the game. Unfortunately with squads of four that leaves three empty seats in public matches which makes transport attacks much less effective.
The blinding effect of hardners is a real killer. Yes, it looks nice from the outside, but what designer would build in such a flaw?
Rendering distances are a big problem for pilots. One must fly really low to spot infantry which complicates escape once the swarms start flying. In contrast infantry can spot a ship from very far off which gives them a solid initiative.
It's silly that the least skilled auto-homing weapon in the game is the most effective. |
Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.15 00:57:00 -
[5] - Quote
I'm fitting a Python to see if I can take out a SL one on one. The Incubus isn't as nimble and I can't fly it like I did the Python.
There was a fellow who made the advanced maneuver videos back before Fanfest 2014 who could do it. |
Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.15 05:39:00 -
[6] - Quote
So the Devs have recently attempted to work on dropships? Interesting. I couldn't get them to listen back in 2013/14.
The base problem CCP has with vehicles is they don't have a main role outside slaying infantry, and as long as that holds true they have to balance vehicles one on one with suits. As long as a tank is piloted and gunned by a single player it acts as a mega-proto suit. Balancing on ISK is a no-go for multiple reasons, both rich corps and the inability for new players to get into the trade.
I supported multi-crew vehicles which would let them have more power for the tradeoff of taking additional players off the field, but the solo tank drivers screamed too loud against it. Instead CCP went the other way and allowed drivers to pull turrets and seats off their vehicle.
That's when we got the ADS as well. I actually preferred concentrating on flying and working with seasoned gunners on comms, but that's not much of a thing now as far as I can tell.
Waves of opportunity was the only other way to balance vehicles and let them be stronger than a single suit. They could be superior for a time, then inferior for a time.
What vehicles need are roles other than killing infantry. If those existed vehicles could have far stronger defenses vs infantry AV in trade for less vehicle to infantry effectiveness.
Unfortunately the most sensible roles of transport or wall breaching don't exist due to PS3 limitations. The maps are simply too small and we don't have destructible terrain. The smaller squad size in pubs leaves too many vacant seats in the dropship for it to function as an attack troop carrier. |
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