Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.11.16 05:57:00 -
[1] - Quote
exegr wrote: They do.. I think hull hp is high hundreds (500-900), so you need a good forge shot in < 10% armor to make it explode. It just doesnt happen too often..
As long as its not flying, 1 or 3 extra kills dont make a difference anyway. Not that i wouldnt welcome the extra sp+isk though :)
in all my time hunting dropships and being in dropships i have seen zero that explode in mid air unless they collide with another object that isn't a missile. was funny when the pilot was trying out the after burner and banked thinking the burner was done and he rammed right into the enemy MCC exploding on impact.
as for the whole tank vs AV. i agree that AV needs work. a whole team can be hunting for the tank and all the tank does is run back to the red zone to rep.
i personally made 2 tanks hide inside their base with my missiles. i couldn't destroy them and i died 4-5 times doing it but i managed to at least showed them what they really are cowards.
they still managed to get 20+ kills without trying.
i don't think heavies even have a chance at that with the ridiculous charge timer and slowly move around while hoping you hit the tank without being slaughtered. i constantly move to avoid the unlimited ranged rocket spam till my lock is released and hope my missiles go in the direction i want them to go, half the time my rockets decide to go right into a mountain or building. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.16 07:31:00 -
[2] - Quote
Umbat Boki wrote:Here's my list of ideas regarding AV in random battles:
- WP (SP/ISK) awarded on unique damage done. What we have now is only two awards: assist and kill. It's now enough to represent an effort spent on killing vehicle.
- More respawnable supply depots on a map (probably on random maps only). Quite often you spawn AV suite and run around receiving zero WP seeking for a vehicle. Someone suggested to spec more in SMG and use it. However, mercs who have both AR and SMG anyway has both advantage and choice what to use. Of course supply depots need a bit tweaking to prevent it being heal machine.
- More respawnable AV turrets on a map, especially close to your MCC. We should have protection from vehicles at least somewhere.
- More ISK/SP for time actively spent in battles and less for kills. I don't think kill-farming benefit gameplay in any way. If you are hunting a vehicles all over a map, spending a lot of time, maybe not killing it, but preventing it from doing damage to your team, you should be rewarded. Probably not as much as people making a lot of kills, but difference should be lower than it is now.
- More significant ISK/SP difference for win/lose. The goal of a team should be to win, not to farm WP. Killing vehicles is quite important way to win.
- Militia AV grenade and/or forge gun. More affordable AV types in game, less vehicle in a battlefield.
- Heavy dropsuite variant with L weapon slot instead of sidearm slow but without grenade slot and nerfed parameters. This suite will allow to have AV and AR.
- More sidearm variant and especially some middle range. Making AV and sidearm composition more viable to killing infantry with sidearm.
making AV a sidearm seems kind of odd.
i like going back to my old idea of making SL, MD, and rocket launchers into a different category, one that will go into light and heavy weapons. giving an extra set of skills to effect the range of the weapon, area of effect, and the speed of the weapon.
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