|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.02.21 17:01:00 -
[1] - Quote
Takahiro Kashuken wrote:You currently get no points for repping an instalattion or vehicle, plus you get no 'guardian' bonus like you do with the logi suit when you rep a heavy who kills someone
They should carry the Logi system from infantry over to Vehicles, it makes sense and works to stop abuse. Vehicles need to get killed or they don't give out points and if they're being repped while killing, Repper should recieve guardian points.
Quote: To lock the repper onto a HAV you need to look at the HAV 1st, this is fine - the problem is when you look away with your turret to maybe shoot a AV guy you will lose the lock on and stop repping the target HAV
This is false, you don't lose your reps when looking away.
Quote: This is a big problem because you want to keep your target HAV alive yet you may also need to get rid of threats to either tank from either AV guys or another vehicle
So here is my suggestion
When you choose the repper a light circle/sphere pops up on the ground surrounding the vehicle, this circle/sphere represents how far the repper can effectively reach/lock on and rep the target vehicle (basically its activation range), also you do not need to always look at the target vehicle to maintain the lock on since it is in the circle/activation range
1. If the target vehicle leaves the circle/activation range then the lock on is lock and repper stops repping and goes into cooldown mode if it cannot relock on by the time its cycle has finished
2. The target vehicle can move about in the circle and not lose lock on aslong as it stays in the circle/activation range
3. When locking on you need to look at the target vehicle and press R1 (as it does now) but you can look away and deal with enemy threats and not lose lock on because the target vehicle is still in the circle/activation range thus the repper still locks on and works
These changes would allow spider tanking to be a bit more easier for ground vehicles while still being able to deal with AV threats
Agreed with 1 as it makes sense, other two I addressed above.
They need to increase the rep range (Atleast on the light reps) also as spider tanking in Dropships is not viable because you have to literally sit on top of a tank repping them. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.02.21 17:59:00 -
[2] - Quote
It only goes out if you're too far away, it may be the point of the turret, so if the turret is out of the rep range, maybe it stops it? All I know is we stopped, activated the transporters and I carried on looking behind us (rear tank) and covering us and when I looked back we were ready to go again. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.02.21 18:24:00 -
[3] - Quote
Takahiro Kashuken wrote:Jason Pearson wrote:It only goes out if you're too far away, it may be the point of the turret, so if the turret is out of the rep range, maybe it stops it? All I know is we stopped, activated the transporters and I carried on looking behind us (rear tank) and covering us and when I looked back we were ready to go again. But if its the point of the turret then that is stupid Essentially it should be from the middle of one tank to the other just to make it simpiler Then again im nt sure if it knocks off if the shield/armor is full but then again it shouldnt What are the range on the reppers to begin with because the info doesnt say but i have a feeling its short short range
I don't know for the other turrets but when using a Transporter on a Blaster Tank the beam actually comes out of the gun xD
Doesn't knock off either, a good tactic is repping someone with massive shields and just keeping reps on at all times (2 Spiders 1 Tank) and it'll just be invincible, the 7000+ shields never go down. And yeah, it's pretty short range, I have to pretty much land on the tank just to get a rep going. |
|
|
|