Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.10.21 18:25:00 -
[1] - Quote
pls nerf ALL the things.
But seriously, instead of whining constantly about this, why not BALANCE them both? I mean, you're all on either side of the fence instead of trying to sit on the center.
Sure, SLs need a fix, You'd think these would be for AA, not AT whereas Forge Guns I always thought were AT not AA, one person should not be able to dominate everything and anything. When it comes to Vehicles, start thinking about everything.
Vehicles: Dropships, Tanks, LAVs AV: Forge Guns, Swarm Launchers, Installations (Blaster, Missile, Railgun)
So let's start with Dropships
Make them slower and heavier, meaning we have a lower top speed, more armor/shields and can't be flipped as easy. I'm down for gunships to be flipped but currently the knockback is stupid for Dropships which are meant to be Heavily armored Tactical platforms (to quote its description) give Dropships countermeasures against Swarms, face it, Dropships will stop being used once swarms can catch up, unless they have a countermeasure The guns, adding limitations, I enjoy piloting and providing my gunners with the ability to annihilate everything, it's why I'll probably go on to be a gunship pilot. The one problem is Accelerated Missiles, these babies can snipe people, and don't tell me they can't because I've flown off into an Infantry redzone, and my gunners have just started "sniping" people from across the map. So, let's remove those from being fitted to Dropships. We also need to work on ranges for these missiles, they shouldn't be endless, perhaps also lower the damage based on distance traveled. They should be used for clearing an area to allow your boys a safe landing.
Someone else wil need to cover Tanks and LAVs because I find them useless, personally.
We move onto AV,
Forge Guns; Reducing Range, If dropships are nerfed so that they can't annihilate everything with missiles, these Forge Guns shouldn't be able to snipe them from the edge of the map, atleast with max damage, add an effective range to it (don't "BUT THE LORE SAYS THIS" me, you're an idiot if thats the only argument you bring to the table) so that if you're by a Dropship and it's dumb enough to come close to you and linger about, Damn right you should shoot it down, but not standing on your redline keeping Dropships from flying to objectives. Forge Guns are about skill but as it stands, a good single forge gunner can keep a 3man dropship away. Raising price, The price for a basic Forge Gun is very cheap, it's pretty idiotic. You can say "BUT WHEN I SPAWN I DIE!", but when Dropships are fixed then it'll be pretty damn unfair that you're with an 8,800ISK Forge Gun and you're taking everything out (That goes for all vehicles, in case people didn't notice, those things are expensive to use)
Yes, reductions to range and raising the price seems negative, but when the Dropships are fixed, you'll no longer see any vehicles due to Forge Guns smashing everything (I used to see a lot of vehicles, I don't anymore because I'll see Forge Gunners taking them on by themselves), A Forge Gun should only be used when the user is sure he has is squad backing him up. Since ISK gain is based on how much damage you cause, a Forge Gun taking out a Vehicle such as an expensive tank or Dropship should come with a large risk to themselves.
Swarm Launchers: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload, increase total ammo also. Reduce Damage You can fire a lot of them, but reduce the damage. This makes the Swarm launcher great for chasing after Air vehicles, but Tanks, not so much. [B]Remove the free Militia Swarm sorry, but there is not Risk for how rewarding a Militia Swarm can be, remove the AV class with the free Swarm. [B]Speed them up, No air vehicle should be safe from Swarms, they should be fast and not only kill things but act as a deterrent
So Swarm launchers become a very good AA weapon, it's still ok for firing at tanks but it's primary role is AA, with Forge Guns they become AT but have the ability to become AA at close ranges.
Installations: Need to play with these a bit more, they're a major deterrent for myself, especially railguns and blasters, they hurt pretty bad.
This is all off the top of my head, and I may work on it and try and make a balanced list. Again, we must focus on EVERYTHING, take a look at the whole scope of things. Vehicles and AV have a very explosive relationship, when one thing happens to a single thing in the entire relationship, say, nerfing tanks or buffing one AV weapon, the entire relationship goes to ****. This is one of the problems dropship pilots had last build when AV v Tanks was all that this forum consisted of. Like I said, I'll go play some more and talk to people that play AV and what they feel, the above list is my personal views
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