Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.16 00:17:00 -
[1] - Quote
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.
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. This is worse than you make it out to be. If the game registers the kill as being from burn damage (which it often will in a crash scenario), you only get an Assist. Same applies to LAV destruction if you set the vehicle on fire and it explodes due to the burn damage.
Quote: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.
And again, worse than you make it sound, because the gunner needs NO skills. You just need someone ON YOUR TEAM to have the relevant skills to fit the tank appropriately, then ANYONE can man that turret and direct the full firepower of the weapon.
Quote: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. 1 vs. 1, a Heavy will ALWAYS lose against an equal-tier HAV. Even a tier below, it's reasonable to expect the HAV to win. Working as intended.
I agree with your point that SMALL Turrets shouldn't one-shot Heavies - again, assuming good fittings and equivalent meta level, but even with that threat, Heavies are a powerful AV tool. Put a couple of Forge Heavies alongside a Swarm Launcher and you have a good tankbusting team. You'll need at least one dedicated anti-personnel player, preferably more, and if you don't have 2 or 3 people keeping enemy infantry off your Heavies, one of them (or the Swarm guy) needs to pull double duty with their Sidearm. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.16 02:29:00 -
[2] - Quote
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.16 03:05:00 -
[3] - Quote
DJINN Riot wrote: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. I've seen a Dropship explode in mid-air when it took Forge Gun fire from several directions at once. There was an explosion, there was nobody jumping out of the Dropship, but the flaming, blackened wreckage still fell from the sky and sat on the ground for several seconds before fading.
Destroying the Dropship doesn't completely obliterate the model in mid-air, but it can cause an explosion in mid-air and kill anyone still inside - it also damages or kills anyone too close to the blast if they jump just before it detonates, but not in time to get clear. |