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DJINN Riot
63
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Posted - 2012.11.15 23:29:00 -
[1] - Quote
I have kinda sat back, and played a Pro-CCP role in the AV vs Vehicle debate until now. Playing the roll of a fit better, or the team up guy, but there are some flaws in the AV vs V design that i would like to address having invested the time, and skill points to better myself.
1) No reward for the amount of risk.
The vehicle kills you do manage to make, offer very little rewards. Shooting down a drop ship will almost always(lag/skill excluded), award you a vehicle kill, and nothing else, as any pilot/gunner/passenger worth their salt will bail as soon as the ship takes critical dmg and starts plummeting towards the earth.
Also, The fact that a tank can one hit a heavy(with max advanced fit armor or shields), and a heavy will most time need to unload an entire clip, or two into the beast to take it down, rewarding that heavy player with 150 pts(plus 1-3 kills) for pushing every ounce of skill he has to take the mutha down, to me just doesn't cut it. Especially when said sagaris is completely 1v16 our whole team.
2) Strength difference
A fully loaded Sagaris should beat a fully loaded, and maxed heavy, every day of the week. But there has to be something that can be done. I have max armor, and max shields at this point, running the complex extenders and everything, and can still be 1 hit by a tank, even by a tank gunner(with the light turret). The SP difference between those two is astronomical, as a forge gunner you need to have, Weaponry V, Forge Gun V, Forge gun PROF II, Mechanics V, Shield management V, Electronics, engineering at least to II, Grenadier at least to I, Shield operation to IV, shield upgrades III, armor upgrades III.
Where as a tank gunner, running the light weapon needs exclusively, Light turret V, Light turret Proficiency V.
As it stands, I have started creating a new character, and wont be running forge gun next reset. I will be speccing rail tank, because at least they can take 1 hit, and keep shooting, as it stands, the heavy dropsuit does not cut it, and i have seen no response by CCP that something is not working as intended or will be fixed. |
DJINN Riot
63
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Posted - 2012.11.16 01:24:00 -
[2] - Quote
The Polish Hammer wrote:Riot, what would propose as a "fix" (read: balance) to the heavy suit? I've posted some ideas I had here before. I guess there are a few fixes i can see to make it easier to go up against a tank.
Require less SP investment
Require less isk investment
A reduction on splash vs heavies i have seen purposed i think would help
I've seen recent (well thought out) threads where people have purposed reducing the raw dmg output of light turrets and large turrets, which is a step in the right direction. (https://forums.dust514.com/default.aspx?g=posts&t=44816)
Adding another tier of skills, vehicle engineering, vehicle electronics, vehicle shield management, vehicle mechanics as seems to be the trend will do a lot to eleavate the disadvantage i see to tackling these behemoths.
As far as fix for the amount of WP awarded per vehicle kill could be to make the vehicle a much larger pool of points, and then those WP's are distributed amongst percentage wise to those who participated in the killl.
When a dropship goes to 0 shield, and 0 armor, make it blow up midair, MCC style.
And to respond to the standard issue trolling:
I do use team tactics, and our corp have a very high success ratio taking out tanks and vehicles. That's not my issue, my issue is that it is more beneficial to me to spend my match running around running and gunning, then to try to tackle tanks. Not to mention when i am surrounded by blue dots because i am grinding isk to buy Proto gear.
I really am not trying to make this a QQ thread, or call for the nerf hammer. It is just really frustrating to me as a AV player, to put so much of my time and effort and isk into attempting the proverbial dragon slaying. It is just the raw amount of numbers you can put on a equally SP'd Tank driver are incredibly mismatched.
The points for taking out a sagaris 1v15ing my swarm of blue dots, compared to the amount of effort and time it takes out of me to kill it, equaling 250 some points, seems broken. |
DJINN Riot
63
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Posted - 2012.11.16 02:47:00 -
[3] - Quote
Garrett Blacknova wrote:The Polish Hammer wrote:When a dropship goes to 0 shield, and 0 armor, make it blow up midair, MCC style. This is a big one. I've wondered for a long time why they don't. MCCs take damage in large enough doses to tip them over the edge from Armour into Hull then death near-instantly. Dropships don't. There's hull damage to be taken while the Dropship falls. Hit it hard enough and it WILL explode in mid-air. The problem is that when a Dropship takes that last armour-breaking hit, the damage doesn't seem to be carrying over into the hull - or the hull HP is too high. Dropships surviving lethal damage with a shred of hull HP and falling from the sky SHOULD happen, but shouldn't ALWAYS happen.
I know for a fact it does not happen.
I have PELTED drop ships plummeting from the air with a breach, assault and standard forge gun, countless times. I do this every time i am drop ship hunting, because i don't want it to escape with a shred and pull out at the last minute.
Drop ships do not explode mid air, and they should. |
DJINN Riot
63
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Posted - 2012.11.16 23:45:00 -
[4] - Quote
EnglishSnake wrote:DJINN Riot wrote:I have kinda sat back, and played a Pro-CCP role in the AV vs Vehicle debate until now. Playing the roll of a fit better, or the team up guy, but there are some flaws in the AV vs V design that i would like to address having invested the time, and skill points to better myself.
2) Strength difference
A fully loaded Sagaris should beat a fully loaded, and maxed heavy, every day of the week. But there has to be something that can be done. I have max armor, and max shields at this point, running the complex extenders and everything, and can still be 1 hit by a tank, even by a tank gunner(with the light turret). The SP difference between those two is astronomical, as a forge gunner you need to have, Weaponry V, Forge Gun V, Forge gun PROF II, Mechanics V, Shield management V, Electronics, engineering at least to II, Grenadier at least to I, Shield operation to IV, shield upgrades III, armor upgrades III.
Where as a tank gunner, running the light weapon needs exclusively, Light turret V, Light turret Proficiency V.
As it stands, I have started creating a new character, and wont be running forge gun next reset. I will be speccing rail tank, because at least they can take 1 hit, and keep shooting, as it stands, the heavy dropsuit does not cut it, and i have seen no response by CCP that something is not working as intended or will be fixed. Point 2 - Yes a gunner doesnt need any skills at all to use the small turret seats But the driver needs Vehicle LVL5, Caldari HAV lvl3, Small missiles lvl5, Small missiles prof lvl1 that is so he can have the 1st set of proto small missiles on it Also include support skills so it doesnt die in one hit, Mechanics lvl5, Engineering lvl5, Electronics lvl5, Shield management lvl5, Shield upgrades lvl5, Shield adaptation lvl1-3 also skills for large turrets so large turrets lvl 3 for example but proto requires lvl5 prof lvl1 at least Ive prob missed out a few skills that i am also invested in for my HAV but SP wise its 4.7mil at least and its still going up and that is just for the driver so the HAV can be strong enough to take a few hits and also put on decent guns for his gunners So while you think that the gunner has it so easy your wrong because the one with the points is the driver and he has alot more invested than you in SP and ISK
But the 10 skill point gunner( missile opperation V, missile prof V) can still 1 shot my 5m sp invested forge gunner. And there are two of them on a tank, not to even dig into the large missile turret....
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