Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Waruiko DUST
G I A N T
90
|
Posted - 2012.10.28 00:47:00 -
[1] - Quote
Having the AV and Turrets deal 'typed' damage throws a great wrench into the balance of Shield VS Armor for all vehicles and especially HAVs. Small turrets have some excuses but not many. AV weapons and equipment falls into this trap too in varying degrees. Lots of people complain about this one way or another so I'm going to try to break down my argument here both purely mechanical and logical fluff. These things apply strongest to HAVs and least to LAVs with dropships being medium vehicles.
(Small Turrets)
-When used against infantry pure scale should have even small turrets overwhelm whatever natural protections HP type gives VS small arms fire. For example being caught in the blast of a small missile might have some small additional protection to take shrapnel on your shields, but not the heat or raw force of the blast.
-From a purely mechanical standpoint only missiles currently deal damage based on where your taking it, and they deal enough that when used against infantry it doesn't madder and when used against vehicles your getting direct hits and its more projectile then explosive
(Large Turrets)
-Again missile turrets are currently the only weapon effected here, and again, though more so, pure volume of fire and amount of damage ensures that against foot soldiers innate protections would get overwhelmed.
-Against vehicles these turrets look to be built to hit the target directly. The only vehicle that this turret should be catching with splash is an LAV and against all others its a basically a direct fire projectile weapon and not an explosive weapon. Giving it the damage type bonus it has might make more sense if it was a projectile that exploded after burrowing into its target because then it would make sense for it to not deal as much to shield or extra to armor, but as it stands it just doesn't stand up logically.
(CUT DUE TO POST LIMITS) |
Waruiko DUST
G I A N T
90
|
Posted - 2012.10.28 00:47:00 -
[2] - Quote
(AV Weapons)
-From a fluff perspective every AV weapon in the game will be designed to get through vehicle grade defenses and should be designed in such a way that aside from a few specialty weapons can be used against all targets with very similar levels of success. Anything that shows the level of aptitude Swarms currently have against armor and forge guns currently have against shields would be specialist weapons that play up that aspect of their function to be of the most use against that specific vehicle type and used strategically. These would likely be heavy weapons.
-For example currently Swarm Launchers are almost useless against shields but awesome against armor with two full shots against shields only dealing 10% more damage then one full shot against armor, and taking much longer to pull off because you have to fire twice and reload twice as often.
-Everyone has massive amounts of explosive weapons. Everyone playing gets a fit that uses a free explosive AV weapon. Standard multi-use grenades are explosives. AV nades are explosive and are homing to a small degree. Both remote and proximity charges are explosive. The mass driver does explosive damage. With the exception of the heavy suit all these can be equipped by any suit and several can be fielded for free as a moments notice.
-Few people have 'EM' weapons. The only two anti shield weapons that you can really field right now are the Forge Gun which requires a heavy suit to use, and the Flux Grenades which can't kill infantry and don't home in on targets.
-The Flux Nades can't be used on dropships because they don't home, AVs because they also don't explode on impact, and a HAV driver isn't likely to be caught by more then one of these because at the end of the day they are Nades and don't go very far.
(Practical Effects)
-If you run armor you effectively have 30% less HP and repair then your listed numbers say you do and that makes you very flimsy and makes it very difficult to repair through incoming damage from even a single Militia Swarm Launcher. As an LAV Your dead. As Dropship your to high and fast to be hurt at all, but that's more on dropships being dropships than anything else. As an HAV your ground beef if you catch even moderate attention because everyone on the field can cut you deeply.
-If you run shields you have effectively 30% more HP and effective repair and can all but ignore singular swarms because of the slow rate of fire. If you do get enough fire on you it can be repaired easily and quickly till you can get to cover or fall back and prep to reengage. Your only foes are Flux Nades and Forge guns which few carry. The Forge Gun takes a long time to tech into and won't be enough to take you out unless there's several or its in the most skilled hands. Flux Nades can't even hit most vehicles but even if they do unless you have some other type of AV hounding you they can't actually kill you and the reduced small arms fire means you have little to worry about there. As an LAV you walk a knifes edge, but you could survive if built right. As a Dropship you are a Dropship. As a HAV you are all but invincible with only a small number of people on the field can do much to you and unless they have some way of organizing properly you can weather anything they throw at you, and even then you can pull through if you have your active hardeners on long enough to tear into them or escape.
(Possible Solutions)
-Reduce bonus and penalty for either all, or just AV weapons and turrets from a 30% shift to something closer to a 10% shift.
-Give Swarm Launchers ammo types or just add in EM Swarms with a free suit that uses the militia version of the EM swarm unit to a starter fit.
-Remove or lower effect of damage type against vehicles based on 'weight' of vehicle. IE LAV [light ground] +/- 30% Dropship [medium air] +/- 20% HAV [heavy ground] +/-10%
- Make Swarm Launchers Neutral and give the Heavy an AV weapon based around explosive damage like a heavy gun that fires HEAT rounds, make the Forge a Hybrid weapon that favors no damage type, and add in a third heavy weapon like a pulse laser that fills the current Forge role. |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2012.10.28 21:55:00 -
[3] - Quote
The disparity we are current seeing, whereby shield HAVs dominating over their armour equivalent is because we do not have all the racial weapons and their different damage types yet. So this should be largely addressed when that happens. Shields also currently benefit from active hardeners, which increases the disparity.
I think removing the damage types, weaknesses and strengths, removes a level of depth that that makes this game different from other FPS's and ties it in with Eve Online.
Edit: added stuff |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |