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Tread Loudly 2
FromTheAshes Damage LLC
154
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Posted - 2015.11.03 19:11:00 -
[1] - Quote
After testing numerous fits and numerous ways to use both Dropships, LAV's, and HAV's I have come to a conclusion.
Dropships: Can't actually sustain enough damage to be worth using in Public matches however in PC's they are working but that's about it. My rationale for this is because the amount of AV in pubs completely overwhelms you and in PC any one you'll be fighting is a vet with most likely the FG or Swarms. But it still seems that swarms follow you for well over 300+ meters
LAV's: Are currently working extremely well. During my time testing LAV's I was able to destroy multiple tanks (ranging from MLT to PRO) with a couple different fits. However I have not yet convinced my FC to let me test it in a PC so I'm not sure how it works in PC.
HAV's: Madrugar's are currently out performing the Gunlogi, in the department of sustainability which is to be expected. However the Madrugar is performing extremely well in Pubs far better than it used to maybe even to well. But the Gunlogi seems to outperform the Madrugar in a PC environment.
Vehicle's as a whole: In my opinion should be altered in a way to make it so every vehicle is not 100% reliant on Hardener's this would keep more vehicle pilots out of the redline and keep infantry/AV happier and not wine about redline Tanks, or Dropships just flying straight up or LAV's hiding behind buildings.
However AV seems to still be the choice to take out other vehicles rather than how it used to be which was vehicle(s) vs. vehicle(s) which would make the game much more enjoyable.
AV: Seems to be a bit too strong from my experiences. The complaints I've been seeing about OP tanks in General Discussion as well as here in features all revolve around the same topic: "Me and this guy shoot this proto tank and he no die. WHY he no die?" and I don't think AV realizes how much vehicles put on the line when bring out anything. Even my LAV's cost more than one of your proto suits. So based off the risk vs reward system shouldn't it be much harder to kill me than your average suit?
Changes: Bring back active Repair modules take out passive's or reduce passives. Passive hardeners should be brought back. Add the turret variants back in.
Add a skill bonus to vehicles for skilling up into them as well as split up the HAV skil tree into the Gal/Cal HAV operation skill.
Gal HAV operation skill. +2% Armor resistance to missile weapons and rail weapons.
Cal HAV operation skill. +2% Shield resistance to Plasma/Blaster weapons
LAV operation skill +5% to Active Module cool down rate.
Large Turret operation skill -2% to PG/CPU usage per level
Large Blaster Turret operation skill -3% dispersion
Large Missile Turret operation skill +2% Blast Radius
Large Railgun Turret operation skill -2% to heat build up
Small turret operation skill -2% to PG/CPU usage per level
Small Blaster Turret operation skill -5% dispersion
Small Missile Turret operation skill +2% to Blast Radius
Small Railgun Turret operation skill -2% to heat build up ______________________________________________________________________________________________
Other Changes.
Increase the % of damage that damage modules grant to 30% at PRO 20% at ADV 10% at ADV 5% at MLT
Reduce the PG/CPU cost of heavy boosters by putting them in line with the Heavy shield extender
Reduce the PG/CPU cost of Dispersion Modules by putting them in line with damage mods and heat sinks
Reduce how far swarms travel after launch by 50-100 meters
Reduce FG max range by 50 meters to give vehicles just a little breathing room from FG's stationary on top of buildings. ______________________________________________________________________________________________
I have spent a long time to come up with all of this as well as a lot of ISK testing all possible fits for all vehicles. Please respond with any and all constructive criticism as well as changes to stats or even just reactions o7
Also I can make a spreadsheet if requested with all of the Stat/Bonus changes..
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Tread Loudly 2
FromTheAshes Damage LLC
154
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Posted - 2015.11.03 22:45:00 -
[2] - Quote
anyone?
The Duo is back?
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Tread Loudly 2
FromTheAshes Damage LLC
160
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Posted - 2015.11.04 19:21:00 -
[3] - Quote
korrah silain wrote:Ok, so I'm here speaking as a foot slogger so that's where my perspective is coming from. I agree with some of this, but a few suggestions have me concerned: 1) nerfing the swarms again. I get it homing missles kinda suck for you guys, but really they are the only reliable way to down a dropships that isn't being a dumb bully (if you will) and hovering launching missles and thinking they are safe. 2) making gardeners passive. Right now as gardeners stand they make tanks nigh unkillable, I'm not necessarily against gardeners becoming passive but if they do they have got to be merged pretty hard to allow infantry av(other than the forgegun) to present a credible threat. Perhaps increasing stacking penalties for them, or arbitrarily limiting the number like they did with the myos would work. Taking a direct hit from a plc should not take a measly 1/16 of a health bar unless an active module is being used. 3)I agree that tanks(vehicles in general) need a skill but I'm not sure that free hardening is the way to go...just some alternate ideas: dropships should get an increase to lock on time against swarms (if possible) tanks should perhaps get an acceleration buff, and lavs a hardening against collision. 4) tanks need to have their mobility cut. They are stupid quick on acceleration right now. Also I hate the isk should = immortality argument. It's bunk. If that were true then we shouldn't have normalized suit tiers because in doing so we made non proto suits more survivable and effective and able to compete with proto, also it ignores all the bonuses vehicles DO get 360 scans, the afformentioned nigh invulnerability(you become a threat that often needs 2+ players in suits to take down. That's a huge tacticle advantage) bigger guns, much higher mobility, troop transport capability...its much more than just who's a better killer
1) It would just be a distance traveled nerf. Nothing insane.
2) I would like to see passive hardeners as well as the active repair's to come back to allow more versatility but if you remember that the passive hardeners were around 10% reduced damage which is much lower than currently. PLC's nearly 1 shot Shield tanks with out hardeners currently.
3) I was thinking of bonuses that were already in the game (Sentinel dropsuit skill bonus) But yes that would be great for more role specific bonuses, but definitely not an accel buff for tanks.
4) ISK spent shouldn't = immortality but when you can't make ISK for 3-4 matches after losing just one tank or you lose ISK after just 1 vehicle lost in a PC it should be closer to immortality than a wet paper sack like it is atm (without hardeners)
The 360 scans are rarely used because they hurt a tank in tank v tank situation.
The Duo is back?
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Tread Loudly 2
FromTheAshes Damage LLC
160
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Posted - 2015.11.04 19:25:00 -
[4] - Quote
Vulpes Dolosus wrote:Your dropship analysis is way off. STD dropships can do very well in pubs with a good gunner and pilot. ADSs also do very well in the right hands. Sure, if their whole team uses AV you won't be doing much but that's to be expected.
That's not to say I wish things were different. Swarms could use a functionality change, but honestly they're not as bad as they have been in the past (and yes, they travel 400m).
Emphasis on they CAN, sure I had a couple good matches where there were only 1-2 swarms and I could maneuver around for my gunner however this didn't last long when a FG came into play or even a PLC shot as the STD dropships are very hard to recover with after being nearly tipped upside down.
ADS' are extremely prone to being rammed even by your own teammates. Other than that 3 swarm volley's and you're dead with out a hardener.
The Duo is back?
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Tread Loudly 2
FromTheAshes Damage LLC
163
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Posted - 2015.11.05 18:37:00 -
[5] - Quote
CLONE117 wrote:i was forced to delete all my rep tanking maddy fits.. now all i have is a freaking mlt soma tank.
some of the matches i was in today during skirm and dom.. this is literally what i did. i hacked a freaking blaster installation.
and killed a bunch of vehicles that came near me. drop ships.. marduks... lavs.. lots of infantry roaming across my line of sight.
and at the same time. i had 1-2 mlt newberries near me protecting my ass and when one of them died. i left the turret to mow them down with an hmg.
seriously.. that immobile turret is more effective than the freaking vehicles now.
the only match that ended in some difficulty was when a decent missile turret tanker was wrecking every turret i had hacked on the map.
however this guy had hardeners on and was trying to keep his distance away from pretty much everything.
Things definitely need to change. But as far as taking it back to chromosome it's both a yes and no. I don't want pen dot aim with Large Blasters. I don't want infinite ammo for vehicles etc.
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Tread Loudly 2
Th3.Immortals
167
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Posted - 2015.11.07 06:00:00 -
[6] - Quote
Bump
We're coming for you. You know who you are. And you know you have no chance.
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Tread Loudly 2
Th3.Immortals
168
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Posted - 2015.11.07 17:37:00 -
[7] - Quote
Shamarskii Simon wrote:CHILL @OP.
...... ..... .... ... .. .
I know it's long overdue but... My pilot suit idea kinda stems off the skill bonuses... Mind if I steal them from you? I'll give credit where it's due :D
Sure
We're coming for you. You know who you are. And you know you have no chance.
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