|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.10 20:44:00 -
[1] - Quote
Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the tank when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.10 22:43:00 -
[2] - Quote
Ulysses Knapse wrote:Better yet, buff Small Turrets. Doing so will both fix the underwhelming firepower of the LAV and Dropship as well as make HAVs want to work with others.
I'll add that to the list |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.10 23:02:00 -
[3] - Quote
BOZ MR wrote: No. -1 I do not want to give the job of keeping me alive to random blue dots.
I think #2 could be implemented If CCP allowed us to set our vehicles to "squad only". Maybe they could give us the option to set the responsibilities of each crew member as well.
Switching & activating modules is very tedious for HAV drivers especially when you're fighting against infantry and other tanks. Having someone else do this for you would make your job easier while encouraging teamwork at the same time. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 03:40:00 -
[4] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:See, here's how I see it.
Sometimes I can't dedicate two or three hours to gaming. In fact, most times I can't do that. This means I can't go into corp chat and find a group of dedicated squaddies to run with. I have twenty minutes, I'm going to play two ambush matches, and then I'm going to get back to work.
For one of you dropsuit guys, this wouldn't be an issue. You can just run around un-mic'd and spam grenades, or bullets, or reps, or whatever your thing is. And you're gonna do just fine. I can usually hit top 3 on my team in a militia logi suit this way.
For vehicle drivers, however, it's just flat out not possible. Especially under systems such as those outlined in the OP. It becomes such that if I want to be a vehicle operator I don't just benefit from being on comms. I have to be on comms with corpmates I'm accustomed to working with, or else I'm going to die. And that just isn't good balance.
Should HAVs be something that works best when used with friendlies? Like everything else in the game, yes. Should they, and all other vehicles, be completely inaccessible to casual players? Hell damn no.
Can you explain how the suggestions i made would require you to run with a full squad? If anything, my suggestions greatly reward people that choose to use teamwork rather than going solo.
Tanks have 3 seats and cost 1 - 2 million ISK for a reason. They're not meant to be a one-man vehicle and they shouldn't be used like one. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 04:08:00 -
[5] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term.
The way people are using them right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill my HAV crew that's utilizing tactics and teamwork?
Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay?
|
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 11:53:00 -
[6] - Quote
Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? Why do you think people don't use the damage mods for small turrets when they're using an HAV?
Quote: 1) Forcing people to play how you want them to play.
#1 isn't forcing you to play with a full squad, it's just giving you an incentive for do so. These boosts would help protect the tank against AV and AT fire. Did you know that infantry squad boosters are confirmed and will be introduced into the game in the near future?
Quote:2) Actually making the HAV a four to five person vehicle. Once again, #2 is optional. It isn't forcing you to play with 4 people, it's just giving you incentives and advantages for doing so. You can still use an HAV like a one-man vehicle, but that would be just as stupid as using a dropship all by yourself.
Quote:I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do Every vehicle in the game so far is designed for squad gameplay. Your statement would be valid if the HAV only allowed 1 person to use it, but it doesn't. The best HAVs costs upwards of 2 millions ISK and can get destroyed far too easily by other tanks & AV fire. My proposal would buff tanks while encouraging teamwork & tactics at the same time. People would stop thinking of tanks as a 1-man vehicle, which they clearly aren't. |
BulletSnitcheZ
TRUE TEA BAGGERS
20
|
Posted - 2013.04.11 12:55:00 -
[7] - Quote
KalOfTheRathi wrote:No it doesn't have to stop, Kitten. Maybe it can stop when you personally Nerf the Thale Sniper Rifle to be a wiffle bat. The entire game is built upon better gear and acquisition thereof, specifically Proto and Officer Gear. Skill up and get (and be able to use) the reward. While playing the way you want to play. Not while everyone Else has to play the way You Want them to play If the mythical blaster tank you refer to can be one-shot killed it has less than 2500 Shields and Armor combined. That is about the maximum that can be dealt with the ~1900 HP Rail and the bonuses necessary to even equip it. That gun requires .3 seconds to spool and 2.2 seconds to fire a second round. When the first one hits the Blaster had better be moving and enabling modules. By the was, did you add the numbers up regarding the Proto Swarm Launcher? You will find it does more damage than the rail gun in question and can go around corners. Let's make each missile require a crew member. Blaster Tanks have to keep away from the Sniper Tank's LOS. Or it will die. For that matter most things require not getting into LOS when a Sniper is around, either Merc or Tank. Finally, unbalanced gear is a fact. If you drop a tank on the battle field you need to be prepared to lose it. If you drop a Soma and a Sagaris arrives, well you had better be a good driver because the odds on you surviving just went down.
*Sigh* once again, tanks are not a 1-man vehicle. My suggestions do not force you to use tanks with a team, it rewards teamwork.
Your argument is like me saying "The game is forcing me to squad-up with a Logistics guy because my Heavy dropsuit can't heal its armor or replenish its ammo!" or "This game is forcing me to squad-up with other people because i can't get an orbital strike all by myself!".
If you wanted to play a solo game, why aren't you playing call of duty? Why are you in a corporation and why are you playing a game that's centered around strategy and teamwork? |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.11 17:29:00 -
[8] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Either they would have to nerf HAV HP, thus effectively requiring a full squad to not get one-shot, or leave HAV HP where it is and allow high-end HAVs to have ridiculous amounts of eHP. So there's your options, either you're making a full squad an effective requirement, or you're making a full squad ridiculously powerful.
Not really. Keep in mind that these buffs would require everyone in your squad to specialize in certain skills. When a solo tanker confronts an organized 3-man tank crew, not only will he be up against the tank driver, he'll also be up against 2 of his squad-mates that have spent a lot of SP and/or time into developing their own HAV.
These buffs don't necessarily have to be extreme or "ridiculous", especially if you had to choose which buffs you prefer on your tank. For example, an HAV driver could decide that he wants a 20% reduction to railgun damage if he's using a vehicle that's more adapted to close-quarters gameplay. Or perhaps he could apply a 10% increase to the HAVs railgun damage and a 5% decrease to spool-up time if his squad prefers to snipe from long-distances. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.12 22:59:00 -
[9] - Quote
Laurent Cazaderon wrote:
Forgetting one major thing : Turret Installation being totally useless. You can see HAV roll them out each game without even worrying.
1) turrets should be blue or red when game starts. 2) they should have way more HP so that a HAV going 1vs1 against one would be a risk for him. And to avoid militia forge gun taking them down in 4 shots..... 3) The type of turrets are sometimes odd compared to their positionning. Why would anyone add a blaster turret facing an open area where a railgun or a FG could kill them peacefully from distance. Blaster turrets are close range.
Buffing turret installations would force HAVs to rely oon infantry to move on specific areas. They wouldnt be destroyed that often and actually be a tactical asset teams could fight for. Instead of WP ressource for the tankers.
Takahiro Kashuken wrote: No bad idea from someone who doesnt drive anything
1. Should be hacked not auto hacked, they already can track fast moving LAVs anything else will get hit including infantry and vehicles making them a pain in the arse and losing clones but not due to the other side kicking your arse to a cheap mechanic 2. No way they already have 4k hp as it is and its enough, a turret can take a vehicle apart but thats if the pilot hasnt noticed the turret so they get punished for it 3. Only point i agree with
As an HAV driver, I actually agree with him. Turret installations were intended to protect an area from being overrun, but one tanker or one forge gunner can kill them in 2 - 6 seconds. It should at least take 2 people to kill a stationary turret that quickly.
If CCP implemented the "tactical seat" and the "1 medium turret" idea, it would actually take a small amount of teamwork to destroy these things in the same amount of time. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 03:20:00 -
[10] - Quote
Eris Ernaga wrote:
No because you have to realize how many tankers you are upsetting right now. I suggest you let this idea die because what do you run what if I suggested a complete over haul to it you would be mad obviously. You don't realize this is what you are doing to tankers. Best bet is you open up a new tank called the squad tank based for squad design and not solo operations when others use it in a group as you said it becomes much stronger. This is not rude but the truth leave my tanks alone.
It wouldn't be a major overhaul at all actually. All it would do is replace the 2 ineffective small turrets with 1 valuable medium turret. It would rebalance Large turrets so that they can't destroy other tanks quite as easily as they do now, which means no more 2 shot railgun kills. Instead, it would take 1 large railgun and 1 medium railgun to kill another tank in roughly the same amount of time.
The tactical seat would add a whole new dimension of teamwork to tank gameplay. You wouldn't even need voice communication to coordinate and strategize with the HAV driver. People would respect the fact that they got killed by 3 people who are working together rather than 1 guy with a really big gun.
In the end, tanks would still remain a massive threat as a solo vehicle, but as squad vehicle, they'd be even more powerful.
|
|
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 13:45:00 -
[11] - Quote
Mavado V Noriega wrote:
No.
we already know why tank fights last so short and no HP and resistance shouldnt be based on the number of bluedots or teammates i got in it because it doesnt make sense that when 1 person jumps out to cap the objective my tank magically becomes weaker
Tanks already become magically weaker nobody's driving it. Your concern could easily be remedied if the these boosts were based on proximity rather than everyone being in the tank. Perhaps the person in the tactical seat could deploy drones that are able to hack certain objectives.
is this the only part of my idea that you didn't like, what about #2, #3, and #4? Please let me know because i plan to make another thread like this that'll appeal to most of the community. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 15:23:00 -
[12] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Can't speak for the other guy, but I don't like two. HAVs are supposed to have one purpose: balls out fighting. If HAVs can deploy a drone to hack installations, or have any similar such capabilities, then there's essentially no reason to ever not use them. I like vehicles as much as the next guy. Probably more so. But infantry need to have a role on the field.
I'm not really sure how I feel about number three. I almost think HAVs should only have the one turret. The small turrets are really bad at their anti-infantry role, and they would be fairly game-breaking if they weren't. Infantry are supposed to be the HAV's weakness, the fly that they can't move quickly enough to swat. I rather wish they'd just gone with high/mid/low slots, personally, and would nix the whole "turret slot" thing.
As for four...*shrug*. There are a lot of things that need fixing about HAVs and turrets.
Yes, well the drone idea is just speculation anyway. Perhaps the drones could be limited to scouting, attacking and/or Logistics with no hacking capabilities.
Also, #2 doesn't really take anything away from the game. All it does is allow for more tactics while your friend is inside the HAV. Wouldn't it be nice if you had someone giving you a constant stream of intel while you're inside the HAV? The HAV would still be a "balls out fighting" vehicle, but it would also appeal to those that enjoy strategy & tactics as well.
You could still run a tank all by yourself with an active scanner, and you could still get HAV railgun kills in 4-5 shots instead of 2.
I think people would stop saying that "tanks are so OP" and "tanks take no skill" if these vehicles became more squad oriented. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 18:15:00 -
[13] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:HAVs are super squad oriented. Their performance increases drastically if they run with squad support. I would argue that they are far more team dependent than dropsuits. It's just that that support is almost always better from outside of the HAV. And I don't have a problem with that.
Apparently they're not squad oriented enough, otherwise people would not view them as a 1-man vehicle. When's the last time you said to yourself "wow, that tanker has some great gunners"? The only useful purpose for gunners right now is to farm WP for an orbital strike. This is not a good utilization of the 2 extra seats in an HAV
HAVs do not give you enough bang for your buck. The best tankers with most expensive fits get themselves blown up on a regular basis by methods that take very little skill or tactics.
if CCP implemented some of my ideas, at-least there wouldn't be anymore "peek-a-boo" tactics. People wouldn't be able to just spam 6 tanks in a pub match and expect to run through everybody. |
BulletSnitcheZ
TRUE TEA BAGGERS
24
|
Posted - 2013.04.13 19:10:00 -
[14] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:People don't talk about the small turret gunners because they're irrelevant. Ask yourself instead how often people say "I couldn't get within AV grenade range of that HAV, his infantry support is too good!" That is how they're squad oriented.
Now I don't necessarily agree with this method of balance. I don't really like that HAV survival is about running away as soon as you take damage so you can spend 90 seconds repping yourself. That's not a fun way to play. That's why I wrote the post about governing vehicle mod use by capacitor, which I feel will be a lot better.
But why should the gunners be irrelevant? CCP could find a much better way to utilize those 2 extra seats.
And why should a tank crew have to rely solely on infantry to keep themselves alive and not vice-versa? A tank crew should at-least be given some tools to form strategies on their own.
I like your capacitor idea, but it wouldn't solve the issue of 2-shot railgun kills. People would still be using "peek-a-boo" tactics and people would still be spamming tanks in pub matches. |
BulletSnitcheZ
TRUE TEA BAGGERS
29
|
Posted - 2013.04.19 18:48:00 -
[15] - Quote
0 Try Harder wrote:KalOfTheRathi wrote:0, if you need a Gunner. Send me email. LOL I don't think anyone is taking bulletsnit as anything more than a disgruntled n00b. We all know he is 100% wrong, and he clearly does not want to put his money where is fingers are xD 0 Try Harder wrote:BulletSnitcheZ wrote:Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? People don't use the damage mods for small turrets when they're using an HAV because small turrets are basically useless. OK!!!!!!!!! I accept. When are you on? How much ISK are you willing to put on the line? Want to do it until 10 tanks are destroyed on one side? If it looks like a 50/50 chance to win, you win the contract. You earn the ISK, and I will make a post about how I was wrong, you are right, and it is a 50/50 chance to win. If you get your ass beat repeatedly, it means that I win the ISK and you stop what I believe to be delusional posts on forums. We can do gunnlogi with adv rail, or all out proto if you want. You can choose. I will make a post in war forums too. My offer is still available. You ready to do this? I'm definitely looking forward to proving you wrong because you don't like to listen to other more knowledgeable HAV drivers on forums. Even though your intentions are probably good, you're really just hurting one way groupsof people like to play the game. This is not a troll post or anything like that. I am serious. Your idea will destroy HAVs, and I can show you why.
I have over 7 million SP invested into shield tanks, and everyone that plays with me always says that i'm a great tank driver, even my enemies sometimes ask me what fits & tactics i use.
I've solo killed some of the best tankers in the game simply by sneaking up behind them or hitting them with my proto railgun. I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either.
Why don't you create your own idea on how to fix tanks since you seem to know so much better than i do?
|
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 19:40:00 -
[16] - Quote
0 Try Harder wrote:I like HAVs, and I feel like they have been gimped enough. They are fun to drive, and still effective if you use it as a team operated vehicle. You can do anything solo, but it does not make whatever you are doing good.
To be honest, I and many other HAV drivers are skeptical about driving HAVs in the next build. Suggestions like this and many others will completely ruin them. There are many players attempting to make HAVs unusable. Some intentionally, and some not, but I and a few other HAV drivers are worried that CCP will listen to them, and essentially remove them from the game by making them useless.
Some are pretty obvious about their hate for HAVs. For instance, duster's blog is run by ROFL alliance, and that alliance just lost almost all of their HAV operators. I think they now have one or two at most. So what do they do? They go to their blog and make a post asking CCP to make HAVs unplayable. It's nothing new for them - I remember when we were in the alliance, they liked to try to put restrictions for skirmishes. The restrictions were always on something that they did not have. No lasers or mass drivers available? Try to make a rule that lasers and mass drivers cannot be used in corp battles. Only four proto suit players on? Try to make a rule that only four proto suits are allowed in corp battles.
So yah, we'll see what CCP does to HAVs and other things like them. I am hopeful that CCP won't kill them, but who knows.
So you'd rather tanks remain exactly as they are now?
if CCP doesn't make tanks more "multi crew oriented", they would seriously limit the tactical potential of these vehicles. 1 tank operator can't do everything by himself. Having multiple tank operators, responsible for different roles in the tank, would buff HAVs while balancing gameplay at the same time. One tank operator should not be able to decimate an entire team by himself. A solo tank driver should not be able to kill a 3-man tank crew quite as easily as they do right now.
In games like Battlefield 3, tanks & choppers are balanced and very fun to play with as a multi crew oriented vehicle, and i'd expect the same if vehicles were like that in DUST 514. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 21:34:00 -
[17] - Quote
0 Try Harder wrote: You're asking them to require multiple squads to operate one. Wrong. The tank model i suggested would be similar to the one used in BF3. In BF3, you can operate a tank or a chopper all by yourself, but you'd put yourself at a big disadvantage due to the benefits you get from working with a full crew, such as target painting and scanning. I'm simply applying a similar concept in my idea.
Quote:Maybe that is where we disagree. I'd rather not have DUST514 to become Battlefield 4.
DUST 514 doesn't have to become Battlefield 3, but it can certainly apply similar concepts that made BF3 successful. Why? Because the team-oriented vehicle mechanics in Battlefield allow for much greater tactics and coordination when compared to DUST 514.
Like i said before, why don't you make your own idea on how to fix tanks since you know so much more than me? Also, there's a 0% chance that i'm going to waste ISK on your dumb challenge so you can shut up about it already. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 21:46:00 -
[18] - Quote
0 Try Harder wrote:Skihids wrote:It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members. It might be more powerful if it can soak up ten forge shots, two orbitals and repair all of that damage every thirty seconds, but I have a feeling that you would not consider that "balanced". If you're making a HAV driver a 6 or 7 man crew, it better be worth it. If you're not using at least a three man team, you're just doing it wrong.
Where did i say that tanks would become that powerful as a result of this change? Where did i say HAVs would become a 7 man vehicle?
Don't reply to this thread if you don't have anything constructive to add to the conversation. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.20 00:57:00 -
[19] - Quote
0 Try Harder wrote:BulletSnitcheZ wrote:Don't reply to this thread if you don't have anything constructive to add to the conversation. I am being constructive. Now stop dodging. 0 Try Harder wrote:BulletSnitcheZ wrote:I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either. If you're that confident and are right about the 50/50 chance, I'll pay you for the tanks that you lose. edit: but you better be willing to pay me a fair amount if I win ^.^ If it's first to ten, we can start by making the contract enough to pay for five tanks. You can choose gunnlogi w/adv rail or all out sagaris battle. If you win I'll completely agree with you, but there is no way that HAVs are a one man vehicle. There are plenty of people who are just trying to nerf HAVs, show me that I am wrong. This is the last time I'll post this. I am 99% sure you're just trying to troll HAV drivers because you dislike HAVs and would like to see them nerfed. I don't understand why you would refuse this offer if you believe that you are right. I am offering to pay for your HAVs and extra if you prove me wrong. I'll even agree with you and concede that I was completely wrong and mistaken. You don't have to post anything. If it is 50/50, there's a good chance that we'll both lose at least 8 to 9 tanks. That's a lot of ISK I could lose, and you can earn a significant amount. I'm comfortable putting up that much money because I am not only confident that what I am saying is accurate, but I am also willing to back it up with ISK.
Your Challenge is stupid and a waste of ISK because it doesn't even simulate what happens in an ACUTAL MATCH.
Example 1: A full HAV crew is using a prototype armor tank in a skirmish match. While they're busy killing infantry, i call in my Sica equipped with a compressed railgun and kill them in 2 shots.
Example 2: A full HAV crew is using a STD shield tank in an ambush match. I respond by putting as many damage modifiers as i can on my Large blaster turret. While they're busy killing infantry, i sneak up behind them and kill them in 5 seconds.
Example 3: I'm using a Gunnlogi with a full tank crew in an ambush match. The enemy team spams 3 solo tanks and they chase us around the map until we die.
If some of my ideas were implemented, these situations would be much less likely to occur. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.20 14:09:00 -
[20] - Quote
Aythadis Smith wrote:
you are messing with what we have already
My idea is intended to rebalance tank gameplay by making them more tactical and team oriented. The keyword there is rebalance, which means solo tanks would not be as effective as they are right now, damage wise and HP wise. Would you rather have 4 tanks on the field in an ambush/skirmish match or 16? Would you rather a solo tank decimate your entire team or a full HAV crew that's working in coordination? And yes, AV equipment would still be very effective against a full HAV crew, i feel like i shouldn't have to explain this..
Quote:How would this tank idea play in the game when the MCC follows its name. Mobile ....Command...Center.
while I agree that the MCC commander should still remain the backbone of the overall tactics of your team, you can't expect him to coordinate EVERYTHING on the battlefield right? Infantry and vehicle personnel should still be given the tools necessary to form their own tactics on the fly.
My "tactical seat" idea would actually work even better if used in conjunction with the MCC commander. It would allow the MCC commander to see exactly where a tank crew is moving and what they're targeting without the need for voice communication.
|
|
BulletSnitcheZ
TRUE TEA BAGGERS Orion Empire
30
|
Posted - 2013.04.23 02:51:00 -
[21] - Quote
Garrett Blacknova wrote:This gives me an idea.
Drivers/pilots should be re-designated as "vehicle commanders".
Anyone in any seat in the vehicle should be able to bring up the module wheel with R2, not just the commander. The vehicle commander will have the ability to select modules and assign them to another player in the vehicle. This way, if you're running with a squad and you trust your gunners to look after you, they can be handed control of things, but if you're running solo and a random jumps into your tank, they won't hijack important things which you really shouldn't trust a blueberry with.
Also, while I like the idea of a "command centre" vehicle, I think they should have "command" variants for certain vehicle types, rather than making it a "this is what tanks do" role.
That's a good idea. Switching modules in the heat of battle is kinda difficult and having someone else do it for you would definitely help.
|
|
|
|