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Sin3 DeusNomine
Doomheim
142
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Posted - 2012.07.20 14:45:00 -
[1] - Quote
First off I am going to go anti-vehicles and experience.
Forge gunner: I have a type 2 heavy suit with the aur version of the proto forge gun. My experience is it works very well as a anti tank weapon. I have soloed 3 sagaris and 1 surya. These guys where in experienced drivers though. And had bad tanks. Now I went against a experienced driver in a match he was hard to take out but me and another forge gunner trapped him half way through the match. I see many people that complain about how a tank can get away to fast but you have to think. Forge gunners can run through obstacles tanks can't. They can sit on top of buildings where tanks have trouble killing you or if not completely impossible. They are a decent drop ship killer also but if a drop ship pilot is smart he can fly off very quickly and avoid a forge gunner.
Conclusion: Amazing antitank weapon / Decent at taking out dropships / Yet still able to cause infantry a little problem / Has the con of limited ammo.
Fixes or changes: NONE I really think they are perfect the way they are.
Swarms: You can really make a diversity of having many equips and different types of suits to run around with. They are a very deadly anti drop ship weapon even a militant swarm launcher can tank out a proto drop ship if used right. It can be said they are a little OP against drop ships will go into fix later. Against tanks they are still decent but tanks have a easier time getting away but this is fine forge gunners are king of the tanks. Where swarms are king of the drop ship killing. One thing swarms have the advantage of is being able to carry equips when using suits other then the heavy. So they gain a nice close range antitank ability. They can equip Nanos so unlike forge gunners they may have a unlimited supply of ammo.
Conclusion: Amazing Anti Drop Ship weapon / Decent for tanking out tanks / Have more trouble with infantry and have to rely on sidearm / But have unlimited ammo with use of nanohive / Have advantage of using multiple equipment in some dropsuits
Fixes or Changes: Drop ship interaction needs to be changed. Currently in this build a dropship pilot can be followed forever and have no ability to tell if they have lossed them swarms on a building or not. This leads to alot of proto drop ships getting insta popped by huge mobs of swarms coming out of no where after they feel they have lost them.
EDIT: I do not want swarms nerfed in anyway that could damage them. I just want a small change that will hopefully allow dropships to be more successful at there job instead of running 24/7 from swarms.
End Conslusion. Swarms are great Drop ship killers and decent anti tank support. Forge gunners are Great tank killers and offere nice support on drop ship killing. So I really think both things are great the way they are.
Tanks: Going to talk about 2 things here. First Sagaris and Surya second The tech 1 tanks
Sagaris and Surya: Well there are ton of complaints out there on these beast. Now I am seeing the sagaris and surya becoming alot more equal on the battlefield people are starting to learn how to build great surya tanks which seem to tank better then the sagaris by far. But where the surya has the advantage in tank the sagaris has it in speed and can be more selective of its battle.I really think the tanks are great the way they are.
Now complaints are they are too hard to take out. I really think that complaint is null now adays. I never see a tank live a full match really unless they are a very good tank driver. But it should be that way just the same as a very good Proto drop suit set up can have that ability to live the whole mate.
People say tanks can run away. But this is one of the worste complaints ever. They have the same advantage of ducking behind a hill or getting into a area where tanks have to drive all the way around and by then the person has disappeared.
Price will even balance out tanks more in the future. You are not going to see them alot in battles. much once they raise the price to 1.2m per sagaris/surya. They still will be a big force in major corp battles but in your casual players match it is going to be a rare treat every 3 -10 matches maybe even more. You might start seeing more tech 1 tanks though. But they can be pretty easy to take out.
Another thing that will be changing how tanks are in the game is. It will take 2 to maybe even 3 months to get the skills to drive the beast of tanks out there currently. So not many people will cross train out of there builds to drive tanks because that time they give up will be very costly on there main build.
Tech 1 Tanks: Right now it takes a big skill investment to gain these tanks and then with out much effort you can drive the sagaris or surya right behind them.
First change that needs to be made. Skill requirements: Vehicle command 3 or 4 should unlock HAV skills from there Gallente or Caldari 1 will gain you access to the tech 1 tanks. Keep the vehicle command 5 and HAV skill 3 as a requirement for the Sagaris/Surya still. But doing this would give access to a mid ground tank midway through the skills training for one.
Second Change Damage multiplier It is currently a 1.0 I think it needs to be changed to 1.2 to give them a little more credibility.
Thats it on tanks.
Now to the turrets. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 14:45:00 -
[2] - Quote
Turrets: I will go through all 3 individually. And each class large and small on there own.
But first Turrets in General. They all have one major problem they do not shoot where your aiming if the vehicle is moving. This really effects small blasters and rails the most. And it has made missile turrets the only options for many vehicles because you are guaranteed splash damage. They are not more powerful then the rest just only one that semi works.
Missile turrets:
Small Missile Turrets: These things are the best anti infantry because of of splash damage. But vehicle vs vehicle rails will out damage them with out a problem.
Changes/Fixes: Millitant and standards I do believe need a little nerf But currently the proto are fine where they are.
Large Missile Turrets: Amazing anti infantry but very slow killing on Structures and vehicles. I think they are perfect the way they are.
Changes/Fixes First off the kick when in a none zoomed mode is insane. Needs to be fixed. Second I think the standard should be nerfed when you update so missile turrets all have different stats. The middle one should have the same stats. Really it is not powerful but still very decent. The Proto should get the buff as you would say. Not much of one just a little to put it ahead of the others. I think there will be a very fine line here.
Small Blasters: Small blasters. I think these are good the way they are. But then again I do not have to much experience with them. Might need a little buff.
Changes/fixes The main thing is they need to shoot where pointing. Like all turrets the movement and not shooting where pointing hurts them big time. Might need a buff not sure.
Large Blaster: These things are not so great. The have bad hit detection against infantry I feel. And lack on AV abilities I dropped on a surya empty a cycle. recharged started shooting again the surya started shooting me with rail by then and I did not even stand a change
Changes/Fixes Where nerfed to heavily in this build need a little bring back buff.
Rails:
Small Rails: These are great AV weapons paired with large turrets as main on tank. My crew and I where able to eat other tanks like nothing only bad thing was not so good AI weapon. which allows them to eat your tank up pretty easy with out having the ability to crowd control. But this could be fixed when turrets shoot where pointing.
Changes/Fixes: EDIT: One thing that could help is that small turrets do not have a charge before firing but it happens between shots. The time between shots is fine I just think the charge up hurts the small turrets. Now for large keep the charge of coarse. Fix the pointing where aiming again. Very much needed.
Large Rails: They are okay Anti Infantry weapon and a amazing AV weapon. I think they are really fine the way they are.
Changes/Fixes: NONE |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 15:26:00 -
[3] - Quote
I have Drop ship piloted myself that was my first start up in this build was getting a eryx. Anyone who flew with me would say i was one of the best rides they ever had.
I have not drank the coolade but experienced it first hand. I would fly all the way down the right side of the map through the buildings yes sometimes you could loose them in the buildings and stuff but I have had them follow me there how would I know I would wait ten seconds and see them right on top of me fly around on the other side of them map to the and start my work again as a mobile spawn. and bang all of a sudden my eyrx that takes about 5 proto swarms is insta popped.
I never see a drop ship doing well anymore because they have to spend the entire game running from swarms. yes they can get away but they are basically useless you might get your gunners to go 10-0 but you have probably lost the match because you where not able to be a useful spawn point. or really any use at all in general.
Before swarms became big I would have my gunners hitting 30-0 and matches lost where few and inbetween because I was able to be great gun support and spawn guys ontop of objectives. But all of a sudden swarms where everywhere and I may not have ever lost my drop ship but I was not doing my duty anymore. All of a sudden i was spending more time running and no time being a spawn point. So yess they are making drop ships useless at there primary purpose. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 16:27:00 -
[4] - Quote
I should change that up a little. It takes one proto swarm guy to really make a drop ships pilot turn from a major influence on the field to running from swarms all day long.
I do not believe a major change needs to take place. As many are saying when someone locks you get a warning when missiles are on coarse gett a warning until you lose them.
As I have said have the ability to switch out small turrets for flares making you lose gank for tank. Not OP flares of coarse just there to save you ever 60 seconds or 2 mins there will be a fine line in there somewhere with they become OP but it gives you a little more time to get people on top of objectives. forge guns will be unaffected but usually they are not a big problem for drop ships. you get out and return and kill him before he knows it.
I do not want swarms to be nerfed I just want the drop ship swarm interaction changed a little. so swarms are not making drop ships unusable. I have taken out proto drop ships with millitant swarms because they have no where to run really. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 21:29:00 -
[5] - Quote
Thanks ya I am trying to give the best view on this
I am updating my info on swarm/drop ship interaction.
I believe swarms still need to be very effect against drop ships but I want drop ships to be able to do there job currently they can but it is very very difficult.
So updating original post.
EDIT: Also updating post on small rail turrets. I think they should not have to charge in between shots really hurts there ability for casual players to jump in and them and they have no forgiveness on aim you have to be dead on. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 22:36:00 -
[6] - Quote
I am a understand how swarms are. The thing is I have destroyed eryx with millitant fits. Should never happen. I have flown Proto fit eryx and now one proto swarm guy can keep me a very good drop ship pilot unable to do anything that could change the battle. right now Swarm users control drop ship pilots. Fly a proto drop ship in a match where one guy has a proto swarm and he will keep you in the red zone all night long or pop you very quickly. I think any proto swarm user will agree they love drop ships easiest target in the sky. they know instantly they got at least a free ship kill. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 23:16:00 -
[7] - Quote
I agree skill should matter. But as I am stating a well skill pilot can live the whole match easy. But he spends his whole time in the red or in his home spawn not out being a actual mobile spawn point.
to prove my point.
Tell me how many games you have actually been able to spawn on a drop ship over the objective areas. I bet once every 30 games maybe.
Oh I understand we have drop ships tower camping drop ships used to get a guy from point a to point b very fast. But it is only once in a great while that a drop ship is actually used as a mobile spawn point. They are unable to server there purpose ingame besides being target practice for proto swarms.
Right now currently they are only able to be used as camping tools or a fast travel and let it die tool because they suck at being a good objective spawn point. |
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