WHz DS9899
Doomheim
136
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Posted - 2013.01.02 16:29:00 -
[1] - Quote
AV wins aginst vehicles any day. Swarms can hide behind mountains and destroy any poor pilot targeted. Forge Guns can one shot almost any vehicle, and don't get me started on A and flux grenades! And the worst part? The SP and ISK requirements to make a really good vehicle setup compared to a really good AV setup is stupidly far apart it's shameful. But don't worry, as I think I have a way to fix this dilima without gimpin AV in the process!
But before you say "this guy has no experience with AV, so this is BS", this is actually a alt of mine that focuses on AV, and my main does mainly vehicles with HAV's being the focus. Therefore, I think I know a thing or two about both
So here's my idea:
From what I can tell, a AV grenade does 2000-3000 damage on shields and that's at base Lvl. That's way too high, and basically everyone able to kill a vehicle without any effort. It needs to be toned down to about 800-1000 at base, and 2000 at max. Flux grenades needs to be decreased by 200 each.
Swarms are powerful, can lock onto any vehicle from anywhere, even behind mountains where the said vehicle can't even fire back, and still land hit after hit after hit. Therefore, a couple of things should happen to make it a even fight:
Mandatory changes- they need to not be able to bend around big structures so they won't always hit. They also need a short targeting distance to be able to fire at the vehicles so people won't stay in their bases and fire at a nearby vehicle. Lastly, they need Los to fire. Also, militia has to stand still to be able to fire
Option 1: lower the damage and splash damage, but make the missiles faster, and being able to fire off faster, but having a targeting distance of about 50-75m and a flight distance of about 150-175
OR
Option 2: keep the damage, speed, make the targeting distance 100m, and flight distance 100m.
Forge Guns are the other godly AV weapons, and is favored by the accurate over swarms because of it's insane damage output. The Forge gun is just a long range weapon that takes skill to aim, so nerfing it's range is a bad idea. So that leaves the damage. My idea is that the Forge gun gets
Mandatory changes: militia forge becomes a breach forge gun, and gets 1400 damage. Also, either the light given off the forge guns give off gets brighter, a dot shows up on the neocom showing where one was fired, or a big smoke trail appears showing where one was fired from.
Option 1: 400 less damage for a quarter of a second faster spool time
OR
Option 2: keeps damage for quarter second longer spool for all.
Vehicles after the AV changes will be better, but will be destroyed very fast still. Therefore, two things need to happen:
Mandatory changes: Missiles need splash, because they are too inaccurate to hit anything, and the splash doesn't ever hit as well. Rails need more splash as well. And HAV's need to be able to go over small rocks, and take away the ramming damage caused from people touching (or in greifers cases, ramming).
Option 1: Make the eHP on all vehicles way higher, and take 1/3 of all damage off, and increase the RoF on all turrets, as well as the time it takes to overheat the turrets
Option 2: Vehicles get slightly more eHP, more speed and more accerlation, and 1/4 damage taken away.
Mandatory change for AV and vehicles: Honstly,It costs way less in SP and ISK to skill into these areas it's stupid. So, both need a price drop to make it somewhat easier to get them.
Modify my ideas, be seniable with your arguments, and I'll see you on the battlefield vehicles, after the AV balancing
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WHz DS9899
Doomheim
136
|
Posted - 2013.01.04 00:42:00 -
[2] - Quote
Breakin Stuff wrote:Quit driving militia grade vehicles and expect them to not suck please.
I cannot solo kill any properly kitted and driven vehicle with baseline AV. I have to use tier 3 forge guns to kill gunnlogi with better than crap fits, and it usually means i die a few times chasing them. I wont engage vehicles near infantry, and repair modules fix your stuff. use them.
I can spank militia grade vehicles with militia forge and swarms. Not so much on better stuff.
By the way do not fit militia anything to a gunnlogi or madrugar, And god help you on a soma/etc.
boost your skills to max out your modules rather than running straight for the best vehicle and then expecting it to work fine with militia modules. it can take anywhere up to five people hosing the HAVs down when they are properly kitted and the only thing I can do to them solo is force them to retreat.
and I can die a lot. I only kill the dumb ones solo.
No nerfing AV. making tanks nigh unstoppable means lazy play is rewarded. There's no real reason to allow lazy anything, and the only people I hear this from seem to be under the assumption that Vehicles should crush infantry effortlessly.
So a madrugar can get 9k eHP on militia mods? I'll have to try that.... Anyways, I've destroyed several Sagaris' and Sruya's solo with militia forge AV fitting. If you can't god help you. Actually, if you cqn't snipe a HAV with one, you need to change professions. And what do you mean use the repair mods? If you can't tell, any AV weapon outdamages them, and they only last 10 seconds. Recharge for them is 30 seconds, and those 30 seconds your being. Bombed by everything becuase most people don't think about trying to get the AV guys first. Try again scrub. |