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Sin3 DeusNomine
Doomheim
142
|
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 |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.20 15:12:00 -
[3] - Quote
Greetings,
Sin3 DeusNomine wrote: 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. So it looks like you have drank the infinite range cool-aid as well in regards to swarms. Look very closely at the current map and assume for a moment that the DS pilot chooses to fly in a straight line from the defender spawn to the attacker spawn. Now assume that a SL gunner fires at them just as they are leaving the defenders spawn. They stop at the attackers spawn and the swarm hits them... Infinite range right? Wrong, the swarms have flown a grand total of 300 meters. Less than 1/3 of a kilometer... Less than 1/4th of a mile.
So let's assume that the DS pilot flies from the defender's spawn to the attacker's spawn and then back to the defender's spawn in a straight line... The Swarm will hit him on his way back... How far has the swarm flown now? Less than 300 meters. It only APPEARS infinite because we have such a small engagement field.
Now, you will notice that the Swarms did not hit him until he stopped at the attackers spawn or when he turned around, because the DS travels just a tad slower than the Swarm missiles... And any good DS pilot (And I have seen quite a few) can avoid the entire swarm simply by flying well. Had an opposing DS pilot on comms last night that avoided an entire clip (4 volleys) of swarms.... They did not hit him, he flew all of them into walls / buildings. It sucked for me, but was awe inspiring to watch, especially since I was on top of one of the hangars and could see the whole thing.
EDIT: BTW, contrary to what some think, I am one of the proponents for giving DS pilots a warning when SL has been locked onto them and it is for this reason. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.20 15:17:00 -
[4] - Quote
Regarding forge guns I actually wonder if they aren't too good at killing infantry. They're less reliable than an assault rifle usually, but them being a one-hit-kill still makes them fairly dangerous. Considering that the swarm launcher was nerfed for its anti-infantry ability, and given the forge gun's great anti-vehicle ability, I think it needs to have its power vs. infantry reduced a great deal. Heavies with forge guns engaged by infantry ought to be pulling out their sidearm, just as they would if they had a swarm launcher. Either that, or the anti-vehicle ability needs to be taken down a notch in recognition of their anti-infantry ability.
And blaster turrets are fairly terrible. They're not as bad when they're mounted on structures, but a moving vehicle where you're trying to hit moving infantry is a losing proposition. Railguns are better against vehicles/structures, and missiles are better against infantry. Blasters don't have any real place, currently. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 15:26:00 -
[5] - 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. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.20 15:26:00 -
[6] - Quote
Sin3 DeusNomine wrote: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.
The time to train for a Marauder in the future, will be about 2-3 months, if not a little longer.
Without the militia tanks, and the 4x multiplier, people can not afford to go for the tank right away, they HAVE to take care of their infantry armor first, enabling them to start making ISK and SP. all the while they side train LAV then HAV's Meaning till they get there they are actually at a disadvantage as they can not put ALL their SP in their infantry gear, some of it has to go to the vehicles. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.20 15:29:00 -
[7] - Quote
Fivetimes Infinity wrote:Regarding forge guns I actually wonder if they aren't too good at killing infantry. They're less reliable than an assault rifle usually, but them being a one-hit-kill still makes them fairly dangerous. Considering that the swarm launcher was nerfed for its anti-infantry ability, and given the forge gun's great anti-vehicle ability, I think it needs to have its power vs. infantry reduced a great deal. Heavies with forge guns engaged by infantry ought to be pulling out their sidearm, just as they would if they had a swarm launcher. Either that, or the anti-vehicle ability needs to be taken down a notch in recognition of their anti-infantry ability.
And blaster turrets are fairly terrible. They're not as bad when they're mounted on structures, but a moving vehicle where you're trying to hit moving infantry is a losing proposition. Railguns are better against vehicles/structures, and missiles are better against infantry. Blasters don't have any real place, currently.
The forge guns should behave more like the proto versions, meaning they fire the moment they are done charging. They should not be able to hold their charge indefinitely. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.20 15:31:00 -
[8] - Quote
Fivetimes Infinity wrote:Heavies with forge guns engaged by infantry ought to be pulling out their sidearm, just as they would if they had a swarm launcher. Either that, or the anti-vehicle ability needs to be taken down a notch in recognition of their anti-infantry ability. I think I have died to two Forge Guns at close range... Please note that I don't use heavy or assault suits.
From my experience on the business end of Forge guns they seem just about right as far as their anti-infantry capabilities are concerned. Yes I have been sniped by em, and yes, I have had them spank me while I was running through an open area, but I have chalked those kills up to players who were mastering their weapons and me doing things wrong. Having said that, if I where to suggest any changes to the Forge Gun, I would suggest reducing it's splash radius by about 50% and increase their splash damage by about 25% to compensate. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.20 15:39:00 -
[9] - Quote
Sin3 DeusNomine wrote: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. Ahh, but that is a different story. Yes, right now Swarms are every where.. Why? Because you need 3 - 4 SL players to take out a good tank, so right there you have 1/3 of a team carrying SL. Once tanks / DS stop being spammable , I think you will see the number of SL drop to about 2 per team max. Right now though, DS and Tanks are too good at killing infantry, so people are adding SL to their fits to try to offset the tanks and DS.
As a matter of fact one of the games I played with you recently, I was the only SL on our team, until the enemy spawned a Surya... Two of my games last night there were only 2 SL and the enemy team was spam spawning cheap tanks.
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Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 16:27:00 -
[10] - 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. |
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Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.20 18:29:00 -
[11] - Quote
Asno Masamang wrote: I think I have died to two Forge Guns at close range... Please note that I don't use heavy or assault suits.
Well, how many times have you been in a fight with someone using a forge gun at close range? How many times has a forge gun been firing at you and you've gotten the kill before you got hit by the gun and melted? Maybe you've only ever really fought four forge guns at close range where the forge gun user decided to keep the gun out rather than switch to their sidearm. Maybe your survival rate against forge guns is in fact 50%.
It's tough to go by anecdotal stuff with these things. My own experiences using a forge gun quite a lot is still just the experiences of one person for however-many games. I have gotten a fair number of kills with them and being killed a fair number of times as well. But, again, this is just the perceptions of a sample size of 1, and I'm not even tracking numbers. So who knows, maybe I think they're okay at anti-infantry and I'm actually vastly underperforming!
There are really two things I think I can say that are really close to indisputable: First, forge guns are great at anti-vehicle stuff, and they're also decent for killing infantry, which seems to be a contravention of the sort that got forge guns nerfed; and second, being killed by a forge gun is pretty boring. It isn't like two guys with SMGs or ARs fighting it out. I don't think a weapon where the target is either totally healthy or dead leads to very enjoyable gameplay.
So, I'd say the above suggestion is good. For forge guns, take away the ability to hold the charge indefinitely. Reduce the splash damage. From there, either decide that the forge gun is anti-vehicle and nix its potency against infantry by a great amount, or make it something on both sides of the fence. If it is to retain its role as a decent infantry-killer, then reduce its damage but up its charge rate and its ammo count. Make it a faster-firing, less-damaging thing that is decent against vehicles and infantry but excels at neither function.. From there you can maybe expand upon it with variants that are better at taking out infantry, or better at taking out vehicles, at the expense of the other function.
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Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.20 19:20:00 -
[12] - Quote
Fivetimes Infinity wrote:Well, how many times have you been in a fight with someone using a forge gun at close range? Far more often than any scout should. ;)
Seriously though, I tend to move around the battle field ALOT, and I run into Forge users at close range at least twice per battle. 9 out of 10 times when the heavies see me switch from my SL or Sniper to my SMG. Of the hand full that have tried to keep using their Forge, only two of them have killed me... I understand that is a small number but given how many battles I play and how often I engage enemy Forge users, I would say my experiences are fairly average.
At range is a different story. I have been killed by Forge guns while sniping more often than by enemy snipers. The reason for this is that I tend to avoid squatting in full view, which means that I usually have a wall very close or a roof over my head. Now, I die more often to Forge guns in these situations because of the splash damage and my use of scout suits. My HP skills are maxed, but a scout has only so many HP and unless I am running around in my skirmish fit, my scout suit has no shield extenders, so I am easy pickings for Forge gunners... Assuming they can find me that is.
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 19:57:00 -
[13] - Quote
Asno Masamang wrote:Fivetimes Infinity wrote:Well, how many times have you been in a fight with someone using a forge gun at close range? Far more often than any scout should. ;) Me too!
Good times. I've killed a few in close quarters as well though. It's as much about luck as it is about skill though.
Great thread btw, mostly good info/criticism/suggestions. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 21:29:00 -
[14] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 22:16:00 -
[15] - Quote
Small Railguns are amazing AV weapons on tanks. Tough to use against infantry, and tough to use when mounted on something other than a tank, but awesome in the right setting.
Also, good Dropship vs. bad Swarm user WILL be nearly invulnerable even with a Militia fit. Good Swarm user can force even a good Dropship pilot to retreat, and probably destroy them if they're not using higher-tier Dropship. I actually think that's pretty well balanced. Dropships have a lot of other things going their way. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 22:36:00 -
[16] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 22:50:00 -
[17] - Quote
Sin3 DeusNomine wrote: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. If it was a well-fit Eryx, it was badly flown, and deserved to die. If it was well-flown, it was TERRIBLY fit, and deserved to die.
I've killed Eryxes with Militia Swarms, and I've had Eryxes get away when I'm using Proto Swarms. It depends how well they deal with the attack.
EDIT: A shooter is, by definition, an action game, and skill at the game should count at least as much as skill points and fittings. The ability for Militia Swarms to distract and confuse even a well-fitted Sagaris when supported by actually good gear is fair. So is killing an Eryx pilot who's not smart enough to run away. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.20 23:16:00 -
[18] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.21 00:56:00 -
[19] - Quote
Sin3 DeusNomine wrote: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. It's been one in 10 at worst for me.
Every time we get a good pilot on mic, I've been able to let them know I'm going to spawn in them. They've made a point of being where I'm going to be most useful before I even show up. In the ones where we DON'T have communication, it's probably close to the 1 in 30 figure, but those are less common than good pilots who talk. |
Kitt 514
Osmon Surveillance Caldari State
94
|
Posted - 2012.07.21 03:55:00 -
[20] - Quote
I've used the forge gun pretty extensively, so I'll pipe up here.
Its good at killing infantry if you get lucky. Its dangerous to infantry, and they have to think twice about closing on you from medium range.
That said, they aren't the insta-fire, insane aoe damage that swarms used to be. They're next to useless in CQC, which is where swarms excelled.
Also, good tanks are tough to solo with one, yes. But imagine how easily tanks will go down when corps can organize groups of 2-3 forge gunners that play together often. Tanks won't stand a chance. |
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Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.21 10:59:00 -
[21] - Quote
Kitt 514 wrote:I've used the forge gun pretty extensively, so I'll pipe up here.
Its good at killing infantry if you get lucky. Its dangerous to infantry, and they have to think twice about closing on you from medium range.
That said, they aren't the insta-fire, insane aoe damage that swarms used to be. They're next to useless in CQC, which is where swarms excelled.
Also, good tanks are tough to solo with one, yes. But imagine how easily tanks will go down when corps can organize groups of 2-3 forge gunners that play together often. Tanks won't stand a chance.
Especially if the AV folks have mics and can co-ordinate their attacks for a volley. |
zekina zek
D3LTA FORC3 Orion Empire
108
|
Posted - 2012.07.21 11:37:00 -
[22] - Quote
just crush the guy with the AV weapon before they can fire! do not wait around for your gunners to shoot, they are terrible at spotting primary targets! |
zekina zek
D3LTA FORC3 Orion Empire
108
|
Posted - 2012.07.21 11:38:00 -
[23] - Quote
i hdad survived several rounds today with my ery dropship until i had Gyrnius in my match with his forge gun! |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.07.21 15:12:00 -
[24] - Quote
Wow great discussion guys! And great analysis Sin3 DeusNomine.
With the proliferation of skilled-up vehicles, I, like many others, have set up a baby AV assault fit: Haywire swarm launcher/AV grenades. Works pretty good with dropships(except for the draw distance), ok with tanks - noob tanks are easy, leveled up tanks not so much(I've soloed them but it's hard and I have to get lucky, I lose most engagements with good tank operators).
I wonder if the lesson here is that small maps are bad for dropships. If we were testing a larger map maybe we wouldn't be having this discussion.
But I agree with just about everything you said OP. My Idea is to keep everything the same except for giving the dropship pilot notification and information on the swarm missles in the air tracking him/her.
This could be very simple:
1) A visual/audible lock-on notification.
2) A visual/audible indication that told the pilot direction to the centre-of-mass of the swarm cloud and distance to the swarm cloud through variable frequency beeping, for example.
Would also be nice if this info could be put in the mini and overview maps.
This way we don't have to change any game mechanicsat all, we're just giving the pilots the information they need to make good descisions. You would think that any airship intended for combat would have missle tracking anyway.
Also, better missle tracking would be a great candidate for modules and skilltrees. |
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.07.22 06:29:00 -
[25] - Quote
zekina zek wrote:i hdad survived several rounds today with my ery dropship until i had Gyrnius in my match with his forge gun!
you squished me so many times! I was all |
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