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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.09.09 18:41:00 -
[1] - Quote
Tank health is not the problem, the turrets lack of role balance is. Missiles win at everything, rails are really good at all ranges, and blasters are lol but still wreck at CQC vs infantry. The environment all being flat or sloped inward open spaces doesn't help in the slightest. The idea of an I-win dropship is really bad though.
Also lol at anyone who lists blops as "above" tier one tanks. If you look at the fittings and slots, they are below tier one with a small amount of extra health. The CRU doesn't even work yet. They are a nice paint scheme though. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.09 19:00:00 -
[2] - Quote
STB Vermaak Doe wrote:Noc Tempre wrote:Tank health is not the problem, the turrets lack of role balance is. Missiles win at everything, rails are really good at all ranges, and blasters are lol but still wreck at CQC vs infantry. The environment all being flat or sloped inward open spaces doesn't help in the slightest. The idea of an I-win dropship is really bad though. What if the turret was a module. That decreased some aspect but added a small turret. (Equipping the module to a tank would add a coaxial turret)
A small missile turret variant that acted like a lock-on only swarm launcher would be interesting as a turret. A gunship "dropship" should really be it's own category, model, and behavior. Customization turret locations/numbers is an interesting idea I've pitched before, but asking the art dept to do more work seems to kill a lot of good ideas... |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.09 19:39:00 -
[3] - Quote
STB Vermaak Doe wrote:Noc Tempre wrote:STB Vermaak Doe wrote:Noc Tempre wrote:Tank health is not the problem, the turrets lack of role balance is. Missiles win at everything, rails are really good at all ranges, and blasters are lol but still wreck at CQC vs infantry. The environment all being flat or sloped inward open spaces doesn't help in the slightest. The idea of an I-win dropship is really bad though. What if the turret was a module. That decreased some aspect but added a small turret. (Equipping the module to a tank would add a coaxial turret) A small missile turret variant that acted like a lock-on only swarm launcher would be interesting as a turret. A gunship "dropship" should really be it's own category, model, and behavior. Customization turret locations/numbers is an interesting idea I've pitched before, but asking the art dept to do more work seems to kill a lot of good ideas... This wouldn't make a dedicated gunship as gunships will most likely have medium turrets and be a bit different looking. Ps this helps all vehicles at a price
Sacrificing tank for gank is what the low slot turret upgrades are for (well when they work anyway). I'm on the fence about the driver/gunner combo of the HAV vs the other vehicles, but making modules that bring other vehicles in line is one valid way to approach balancing this, but not one I support. If any slot can be a weapon, it kind of defeats the intuitive lines between what is high/low/weapon. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.09 20:12:00 -
[4] - Quote
STB Vermaak Doe wrote:
It wouldn't be able to go to absolutely any slot (high powered most likely) and it would be limited to one like damage control
Still, why not just add a third turret slot if that is the design, perhaps with a different size so only certain ones fit? |
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