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Valentine Crendre
ZionTCD Legacy Rising
12
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Posted - 2012.10.15 23:34:00 -
[1] - Quote
Once I am seen in an LAV, people put AV Grenade mines all over the map, pretty much rendering my LAV useless by the first couple minutes once I call it in. If I try to continue to drive around, I will eventually be blown up by them because they're spammed in all the main paths someone would drive in.
HAVs are big and strong enough to tank a couple hits before driving forward to hit the third. LAVs move too fast to get around this.
I can't drive at a crawl to inspect every foot of road I drive around on, especially if I'm already trying to out drive swarms or forgers.
Isn't this what proximity mines/remote mines are for?
Please consider balancing this.
Can vehicle active/passive scanners modules warn the driver of mines in close proximity on radar or displaying them on the HUD? Because I see mines way too late before my LAV hits one.
I personally think that scanners should also warn drop ship pilots of incoming swarms or when a forge guns reticule has a beat on the ship. |
Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2012.10.16 00:03:00 -
[2] - Quote
LAVs are also a reason why buffing swarm launchers would be a problem- sure, they can catch dropships now, but LAVs will no longer stand a remote chance.
I'm an LAV driver this build- usually when I squad up with my corp, we'll have 2 or 3 LAVs on the map at a time, and we've never really had a time when we ran into more than just the lone mine. Perhaps you just have the bad luck of running into a highly-coordinated team several times? |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2012.10.16 01:29:00 -
[3] - Quote
I think they should allow one set to stay "live". No spamming but one set...and an ability to shoot to rid the enemy. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.10.16 01:34:00 -
[4] - Quote
AV mines are bullshit in every game they've ever been in. Some ******* clicking the ground a couple times and then running off shouldn't pose a serious threat to someone driving a vehicle.
The only stuff that explodes without player input should be disabling things. Like a sort of EMP mine that slows your vehicle down temporarily if you run over it, or scrambles your HUD if you trigger it as infantry, or whatever. The only things killing players in bomb-form should be remote explosives. Setting mines is about as low-skill as you can get, and the payoff for such a simplistic tool should be equally minor. |
Valentine Crendre
ZionTCD Legacy Rising
12
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Posted - 2012.10.16 02:07:00 -
[5] - Quote
Scheneighnay McBob wrote:LAVs are also a reason why buffing swarm launchers would be a problem- sure, they can catch dropships now, but LAVs will no longer stand a remote chance.
I'm an LAV driver this build- usually when I squad up with my corp, we'll have 2 or 3 LAVs on the map at a time, and we've never really had a time when we ran into more than just the lone mine. Perhaps you just have the bad luck of running into a highly-coordinated team several times?
Yes, skilled player are definitely better at killing LAVs than most, McBob...
Still, I have skilled into LAVs so my vehicles (with a proper gunner) are pretty devastating in addition to it's extra armor. Once the enemy team has had enough of it, they realize that a cluster of AV grenades/mines in a tight spot will pretty much kill it instantly, since I am skilled enough to evade most conventional AV fire. That is, if some sort of bug doesn't get me killed first (Vehicles still have quite a bit of game mechanics issues in this build... lovely Dust 514 beta)
Don't forget, these are militia/low-tier AV grenade/mine/thing-a-ma-bobs versus my mid range and top tier LAVs WITH armor upgrades...
And it only takes 1 guy to throw all 3 of his AV grenades into a spot in the road... Even if they lower the maximum live AV Nade/mine to one per person, it will simply take 2 guys with AV grenade fits to get around it. It more or less takes 2 AV grenades (again, low-tier!) to destroy a quality LAV, even one that is armored up.
I really feel that it is imbalanced... |
Korio Jin
Villore Sec Ops Gallente Federation
5
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Posted - 2012.10.16 20:32:00 -
[6] - Quote
I've had a play around with this and can echo the sentiment that it feels pretty OP, especially with the introduction of proximity explosives this build, which spamming AV grenades seems to obsolete.
LAVs in general die to AV grenades pretty quickly, so if this little tactic becomes more widespread, I can look forward to walking everywhere in a heavy dropsuit or learning how a dropship works. Tanks do seem to be able to survive a moderate number of AV grenades littered around, but only barely
I'd suggest either that AV grenades should no longer be effective if they hit the ground rather than a vehicle, or give them a number of seconds (e.g. 20) that they live for after being thrown before being rendered useless.
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Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.10.16 21:44:00 -
[7] - Quote
I think they said in chat that they are looking into fixing AV grenade/mines. Look through Iron Wolf Saber's posts, he usually transcribes the important things that happen over there, IIRC. |
Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2012.10.16 22:05:00 -
[8] - Quote
Valentine Crendre wrote:Scheneighnay McBob wrote:LAVs are also a reason why buffing swarm launchers would be a problem- sure, they can catch dropships now, but LAVs will no longer stand a remote chance.
I'm an LAV driver this build- usually when I squad up with my corp, we'll have 2 or 3 LAVs on the map at a time, and we've never really had a time when we ran into more than just the lone mine. Perhaps you just have the bad luck of running into a highly-coordinated team several times? Yes, skilled player are definitely better at killing LAVs than most, McBob... Still, I have skilled into LAVs so my vehicles (with a proper gunner) are pretty devastating in addition to it's extra armor. Once the enemy team has had enough of it, they realize that a cluster of AV grenades/mines in a tight spot will pretty much kill it instantly, since I am skilled enough to evade most conventional AV fire. That is, if some sort of bug doesn't get me killed first (Vehicles still have quite a bit of game mechanics issues in this build... lovely Dust 514 beta) Don't forget, these are militia/low-tier AV grenade/mine/thing-a-ma-bobs versus my mid range and top tier LAVs WITH armor upgrades... And it only takes 1 guy to throw all 3 of his AV grenades into a spot in the road... Even if they lower the maximum live AV Nade/mine to one per person, it will simply take 2 guys with AV grenade fits to get around it. It more or less takes 2 AV grenades (again, low-tier!) to destroy a quality LAV, even one that is armored up. I really feel that it is imbalanced... The reason why I don't have problems then might be because I'm using one that's heavily shielded. |
Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.10.16 22:13:00 -
[9] - Quote
Zero Harpuia wrote:I think they said in chat that they are looking into fixing AV grenade/mines. Look through Iron Wolf Saber's posts, he usually transcribes the important things that happen over there, IIRC.
That one I read, mainly revolved around fixing the AV nade issue, with the being left on the ground like a mine problem. In fact the AV nade problem pretty much makes the proximity explosives/mines useless. Which is annoying considering I've trained pretty heavily into demolitions as part of my AV kit. Hehe did that after a little stunt jumping on the the back of a tank not having any nades or an AV weapon to blow it up with.
Starting to think the regular AV nades need to have a set timer where they detonate like a regular nade after maybe 10 seconds if no vehicle is present. Since, proximity explosives vanish when you respawn I think that would be fair. |
Valentine Crendre
ZionTCD Legacy Rising
12
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Posted - 2012.10.17 02:08:00 -
[10] - Quote
Conraire wrote:Zero Harpuia wrote:I think they said in chat that they are looking into fixing AV grenade/mines. Look through Iron Wolf Saber's posts, he usually transcribes the important things that happen over there, IIRC. That one I read, mainly revolved around fixing the AV nade issue, with the being left on the ground like a mine problem. In fact the AV nade problem pretty much makes the proximity explosives/mines useless. Which is annoying considering I've trained pretty heavily into demolitions as part of my AV kit. Hehe did that after a little stunt jumping on the the back of a tank not having any nades or an AV weapon to blow it up with. Starting to think the regular AV nades need to have a set timer where they detonate like a regular nade after maybe 10 seconds if no vehicle is present. Since, proximity explosives vanish when you respawn I think that would be fair.
Yes, that could very well be a possible solution.
My corp did a 8 v 8 corp battle, and the opposing team really abused spamming AV grenades all over the map, literally by the dozens to counter our vehicles (not gonna point fingers because they know who they are, and besides, it is just a beta).
What they did was throw all 3 of their AV grenades, then used hives to restock and then throw three more. Rinse and repeat.
Without a doubt, it is very much an exploit. |
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dglbee
RestlessSpirits
1
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Posted - 2012.10.18 09:38:00 -
[11] - Quote
Would like to see a timer set function on AV grenades, this would allow the current mines to be utilised but the inability to flood the map. Also the ability to kill clones. Don't understand how one explosion can devastate a vehicle but no damage to the clone standing beside...
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