Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.29 17:42:00 -
[1] - Quote
Logi Bro wrote:So as of now, I am writing this post while my game is running, I'm hiding in my team's red-zone base while three enemy tanks are roaming the game, insta-killing anything and everything with a single shot from their missile turrets. HAVs had their nerfs a long time ago, I know, but I am not asking for a nerf to HAVs, I'm asking that they are completely reworked. HAVs need to be completely changed from what they are now to a specific thing. What do I mean by a specific thing? Look at it this way: A logi is a support unit, it sacrifices armor, shields, and a secondary weapon slot to become a support unit, assault suits are exactly what their name says they are, they assault by sacrificing the ability to have a unique function by rounding out all stats to medium. HAVs, however, are everything that a vehicle can be at once. Anti-infantry, Anti-tank, Anti-LAV, Anti-dropship, has greater speed than the fastest dropsuit, has three weapons that can be fired simultaneously, more, more, etc. etc. The HAV is a jack-of-all-trades. What is my point? Simple. The HAV is overpowered. Yeah, I said it, but if you deny it's true, you are completely blind.
I blame the HAV's overpowered-ness partly on the complete unbalance of turret classes. There are blasters for infantry, railguns for anti-vehicle, and missile turrets for doing both twice as well as the other two. The first thing needed to rework the HAV is to fix this. Missile turrets need to decide what they are meant to do- anti-infantry or anti-vehicle- if they were meant to do both, they need to have a much lower effectiveness than the two specified turrets. Basically, it needs to do half as much damage to infantry as a blaster, and half as much damage to vehicles as a railgun, plus, it needs a smaller blast radius. Need I say more on this?
Another overpowered aspect of the HAV is its ability to repair itself so effectively. Obviously I am not going to say they should not be able to repair themselves at all, but having a shield booster that can regenerate shields faster than a large blaster turret can do damage is going over the line. Shield boosters and armor repair units need to repair their shields/armor to the same amount as they do now, but over a much longer period. Basically all this does is make them repair slower.
Another problem with the HAV is lack of AV choices. There are swarms for armor and forge guns for shields. There is zero middle-ground, tanks get missile turrets as a middle ground between blasters and railguns, so why can't AV units get a weapon that is a middle-ground between swarms and forges? Enough said.
There needs to be a two HAV maximum per team cap in both skirmish and ambush, once again, enough said.
I cant even say that this is enough to fix tanks, that's just how f*cked up they currently are, but it's a starting point.
TL;DR- HAVs are overpowered, to fix this we need: -Fixed turret class issues -Less effective repair rates -More AV power -Less tanks per game No vehicle limitations. People with vehicles have to spec into those and spend money on them the same as anyone with guns.
As to Large Missile Turrets, OP isn't strong enough. They tear through Gallente tanks with 1-2 volleys no matter your armor count, and the Accelerated ones blap infantry on the other side of the map with perfect accuracy.
AV is more than powerful enough as it is. A tank should be able to take a lot of AV and keep on rolling. You just need to be more clever about your AV, like setting traps with proxi mines and pitching AV nades from behind cover. Those two things are actually the most dangerous to HAVs, with the Forge Gun being a close second.
On the subject of AV weapons, we need more of them. Trying to use the Swarm Launcher as the universal lock-on AV weapons against all targets clearly isn't working. Its reasonable against HAVs, can't touch Dropships and when it does one rocket of the whole bunch will send it spiraling to it's death, and LAVs get blapped by the Militia one. |