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Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.27 22:01:00 -
[1] - Quote
It seems the era of hardener stacking is still upon us - rejoice...
I think vehicles would be more interesting if hardeners had a decent downside. Disable reps/recharge while active... Possibly have shields begin to recharge as soon as hardener is disabled.
People will no longer be able to just activate hardeners to feel safe for a period of time, you must think if you need to tank or need to rep. Stacking multiple hardeners will still be viable, but you will need to plan ahead to make sure you can get to a safe place to regen, instead of just sitting around soaking up damage until it runs out.
Thoughts? |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.28 23:42:00 -
[2] - Quote
Just a little 'heads up' to the people jumping straight to "Tankers got it rough yo, get gud with your swarm and av nades bro."
I am a tanker, the thing that annoys me is not tanks being unkillable, they aren't... They're just boring as ****.
Something needs to change, because they're either kill everything or get insta-popped, there's no happy medium... I've pretty much given up on av vs vehicle, as it is inherently designed to be boring, but it would be nice if vehicle vs vehicle could be more interesting.
Would honestly love it if we had to choose between outputting damage, tanking damage and repairing damage, though this would likely require a lot of work... It would add a lot of strategy to the (vehicle) game. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.02 22:33:00 -
[3] - Quote
Breakin Stuff wrote:
to elaborate, hardeners shut off reps but they are a toggle. you can have a hardened vehicle, or you can repair. One or the otehr, with the hardener toggled on or off being the determining factor of which you are doing.
This sounds a lot better, I could just imagine 2 tanks with missiles switching off the hardener while the other reloads, hoping they don't fire before full reload.
Not sure about the 5 second delay before hardener activates... Would need to test before making a call on that... Though I imagine the average av would get sick of tanks timing their hardener/rep just right and staying at full health. Maybe dropping the delay a bit would be best. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.04 14:09:00 -
[4] - Quote
Kallas Hallytyr wrote:Mex-0 wrote:I liked it back in the day when you could kill a tank with 3 RE's and a flux. HAVs need slowed down, massively. Primarily it's their acceleration: HAVs go from 0-60 in about a second, which is just waaay too fast. Slow down HAV acceleration and there'll be a marked improvement in V/V and V/AV fights. On one hand, I'd like to agree, on the other I feel it may become too easy for scouts to pogo past a tank and throw lai dai's at the weakspot... Effectively returning us to redline-rail-514Gäó
I also worry it may just turn tank battles into 2 tanks sitting still pew-pewing each other, because any slow movement will throw off your aim, while the other tank can easily track you without missing.
Perhaps just movement speed reduction during active module use?
Also tempted to say remove fuel injectors from tanks, but with LAV's having so few slots and being so squishy, it would effectively make them unused (excluding the occasional suicide jeep.) |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.12 05:30:00 -
[5] - Quote
Tesfa Alem wrote: light modules will just be a nice middle ground.
I'd honestly just flat out replace them with the air modules... Haven't used them on anything in ages... ads/LAV might as well be left unfit rather than waste the money fitting light mods, lol. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.14 10:14:00 -
[6] - Quote
Pokey Dravon wrote: Fast forward to present time. If we go with a model where passive reps are turned off when hardeners are on, and vice versa.
Start taking damage, activate hardeners to reduce incoming damage. (This much is the same)
Once HP gets low, you are now in a vulnerable state because you are close to death.
Here is the dilemma. You have low HP, so you need reps to get it back. But in order to do so, you have to deactivate your hardener, which means you are now going to be taking additional damage, in an attempt to regenerate HP lost from taking damage. So in effect, you're now going from a vulnerable state, to an even more vulnerable state in order to get out of it.
With active reps you can sit there hardened while taking damage, using the reps to allow sustained fire, every time you can shoot you can delay the av from shooting back, repping up your hp and allowing for further sustain, which basically makes it **** easy to stay alive while pooping on everyone with a blaster (large or small.)
You hit the "no reps while hardened" point right on the head, it stops the continuous sustain, you either kill the av or gtfo (or die.) The idea being that you run before you're screwed, not while still being screwed... Flip to reps when you think you're safe.
Pokey Dravon wrote: Players will completely forgo hardeners and run speedy regen fits in an attempt to make up for the loss of eHP with raw damage negation from passive reps. This will likely end up being a general nerf as well, as the lack of HP means they'll be more readily bursted down. And again, offers nothing in terms of improving the overall enjoyability of the interplay.
They'll soon stop once they realise that means getting instapopped by a breach forge/av grenade/...Everything... The logical move would be to build more armour and less reps. No more sitting around repping back to full health and speeding away, the armour will slow them down, helping to alleviate the speedy tank problem.
All in all vehicle vs vehicle would become more interesting, because instead of the current 1 tactic meta of "dual harden or die" you have the option to build health and continue that, but without the sustain from repping, or you can strategically position yourself to hit up 1 hardener -> avoid damage and rep -> hit up a second hardener and continue to poop on the enemy.
This would also allow LAV's and Dropships to actually deal damage to tanks again. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.15 14:56:00 -
[7] - Quote
Pokey Dravon wrote:ask almost any HAV pilot and they will tell you that that system was FAR more enjoyable over what we have now.
A turd on a stick would be more enjoyable than current tanking.
If we go back to active reps, tank-tards will cry "it's too hard, we need higher reps" then it will happen and we'll have it even worse than now, it truly will be immortal tanks, for however long the active reps last, which with the main problem of the whole game (tiny ****** maps) will be a useless downside, because everyone will be back safely in the redzone with time to spare, followed by repping at the supply depo (if there is one.)
Pokey Dravon wrote: Make it so pilots have to drop hardeners to rep and I guarantee the player reaction will be a sharp shift towards redline sniping, because
the player base is ****** and no one has any balls.
This wouldn't be a shift at all... the majority of tankers will be found in the redzone, some will stay there the whole match (and get jihaad jeeped if I see them) while the rest will stare at the map waiting for that opportunity to pop out with all their modules active, take a kill, then hide to look at the map again (or spin the view looking for red dots to pop up... Glitch has been in the game too long! as with all of them.)
Honestly large turrets should have their range dropped to that of infantry weapons, that's the only thing that would stop redzoning... Feel free to shout "but the blaster will destroy everything at that range" because it does nothing but farm infantry, at any range the rail with heat sync ***** on everything.
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.15 17:40:00 -
[8] - Quote
Pokey Dravon wrote:You mean pilots will actually have to have micromanagement skills to handle all of the modules? Sounds like a positive change in my book, any monkey can handle the current system just fine, which is why it is boring as hell.
This isn't a cv bro, no need to oversell yourself... I quite clearly mean get into a fight and spam modules, the same as we do now, but with 1 more to spam. |
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