DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.11.26 07:35:00 -
[1] - Quote
Alright before you all go WHA WHA WHA AND NO YOU CAN NERF IT ANYMORE, NO NOT MY PRECIOUS AV AND MY THIS AND THAT, quiet down. >-< ._. *slaps ruler* I SAID Quiet E DOWN ._. ok good
._.
Alright Im gonna put this simple and straight forewards,
You Use Assault Rifles Right? They do damage but if you build your dropsuit right you can still survive them?
Do you have missile launchers that lock onto you? Grenades that seek you out, and cannons that can demolish you in a couple hits no?
So than why is it ok for AV to have this that and the other thing?
Well here is my proposal on balancing AV.
Since Even the starter Swarm Launchers Can Lock onto Target, I was going to suggest removing it and requiring you to skill into a skill that makes you more "lock friendly" meaning that for every level you get a 2% increase or some number on your lock skill till where its to a normal ratio at level 5.
I was going to suggest taking off homing on AV grenades, thats just not ok, we got rid of infantry homing grenades (I think..) grenades now require some skill to throw.. if you can call that animation skill.. >.>; Seriously.. Can we make AV grenades require Some SKILL to throw? so you cant just run up, HUCK a 400 HP damaging GRENADE and run away? if you dont fuse it correctly and it bounces and some splash damage hits to where its only like so much that thats better. Also Can we make it so only certain classes can spec into AV? Like Heavy Being able to only wield the Swarm Launcher, and the AV grenades? Makes sense since a swarm launcher is HUGE not a light weapon and its making the gameplay unbearable where everyone and their grandmother can spec into AV and run around with a pew pew launcher.
Going back to the swarm launcher, taking the lock off would require people to learn some skills and not just fire and forget.
So what if Vehicles Become hard to kill, thats the whole point of running a vehicle like an HAV its supposed to be hard to kill.
Forge Guns, Etc I dont know anything about there balance from what ive heard but making swarms balanced is another thing, dont redirect me to that decreasing missile life and etc thread ive read it enough.
I mean how easy is it to lock onto something fire and run away? pretty easy.
Last I keep hearing this game wasnt supposed to be so easy. Some reason it is,
Dont tell me to spec into things I know what im doing with HAV's I know what to fit how to move and manage.
Shouldnt be able to run up to a tank, huck a grenade and run away.
also putting a driver operated side machine gun thats built for closer range would be nice too. so were not relying on team gunners all the time, incase people have to jump out or theres no one nearby, kinda a pain in the tail to jump onto a machine gun and have to worry about someone taking the kitten drivers seat.
but making things less homey, and things more skill required.
can you walk into any other FPS and pick up a gun and be a pro at it, no not really you have to take some time and get used to the game.
this game first thing I did was pick up the stock anti tank fit, look through the scope and press the trigger and saw that box and saw like I have to lock with this, BEEP BLOOM
I dont give a kitten if a forge gun hits me, half of you are going to say no cause you dont want to have to actually move your fingers a bit more. NO MORE SPECING PLEASE ITS HARD ENOUGH *drama drama*
I say what CCP says, Adapt or die.
also going back to swarms again, what if we make it so only the highest level guns can be lock on and the lower ones are fire and no lock but the lower ones do less damage :D Aur ones would be the same as well for lower levels, theres a good ONE.
*
goes back to eating corned beef and cabbage*
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