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Laurent Cazaderon
What The French CRONOS.
1469
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Posted - 2013.05.27 08:19:00 -
[31] - Quote
Nightbird Aeon wrote:I know this was raised above in a blog thread, but it bears repeating...
LAVs are breaking the game! Too many people just bring them in and play merc-bowling with them... there is no cost associated with them, and they can kill a proto-suit just as easily as a militia suit.
While this is probably the wrong fix, I'll bet you 100 shiny ISK that if you removed impact damage from LAVs, you'd see a 99.99% reduction in LAVs being called into the game.
Also.... they reduced the number of Proximity Mines that can be deployed at one time (below Proto level mines, that is)... so the old tactic of laying down proxy mines to prevent drive-bys is just that much more difficult.
Either way, this has to stop!
/rant off
It's a question of balance here. Free LAVs are the main problem. A guy driving in its 400k advanced LAV deserves to roll you over and resist to basic AV equipment. If it's free, it should be paper made, and by that i mean wet paper. See starter suits ? They're very very weak. So should be LAVs. And to be very honest, the minute CCP is ready to release the speeders (one slot vehicule), then that's all you should get for free. Like a futuristic paper made bicycle
Another thing i agree on is the very few number of active proximity explosives you can get when you use standards. Those arent stuff you place in an area you're sure is gonna be interesting, unlike remote exp. And considering the size of Dust's Battlefield, we would probably see a lot more proximity user if you could have 5-6 active at standard level. Reaching to 9 at proto.
Finally, adding collision damage when road-killing someone only makes sense. Should be tied to the amount of armor the user has. And a very tanky heavy, hit by a free-lav should be the winner. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1404
|
Posted - 2013.05.27 13:19:00 -
[32] - Quote
Laurent Cazaderon wrote:Nightbird Aeon wrote:I know this was raised above in a blog thread, but it bears repeating...
LAVs are breaking the game! Too many people just bring them in and play merc-bowling with them... there is no cost associated with them, and they can kill a proto-suit just as easily as a militia suit.
While this is probably the wrong fix, I'll bet you 100 shiny ISK that if you removed impact damage from LAVs, you'd see a 99.99% reduction in LAVs being called into the game.
Also.... they reduced the number of Proximity Mines that can be deployed at one time (below Proto level mines, that is)... so the old tactic of laying down proxy mines to prevent drive-bys is just that much more difficult.
Either way, this has to stop!
/rant off It's a question of balance here. Free LAVs are the main problem. A guy driving in its 400k advanced LAV deserves to roll you over and resist to basic AV equipment. If it's free, it should be paper made, and by that i mean wet paper. See starter suits ? They're very very weak. So should be LAVs. And to be very honest, the minute CCP is ready to release the speeders (one slot vehicule), then that's all you should get for free. Like a futuristic paper made bicycle Another thing i agree on is the very few number of active proximity explosives you can get when you use standards. Those arent stuff you place in an area you're sure is gonna be interesting, unlike remote exp. And considering the size of Dust's Battlefield, we would probably see a lot more proximity user if you could have 5-6 active at standard level. Reaching to 9 at proto. Finally, adding collision damage when road-killing someone only makes sense. Should be tied to the amount of armor the user has. And a very tanky heavy, hit by a free-lav should be the winner.
Few issues I see here.
1.) Speeders are going to be cool, but not so much if we have to wait the 15+ seconds for the RDV to drop them off.
2.) Proximity Explosives are odd when compared to Remote Explosives as, unlike RE, they will disappear when you die. RE will remain so long as they haven't been destroyed and you haven't triggered them. Which one is by design?
3.) MLT LAVs would be able to survive hitting a Tanked Heavy head-on if Armor/Collision damage was equal as the MLT LAV (Baloch) has 2000+ EHP. |
Xavier Hastings
ZionTCD Unclaimed.
257
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Posted - 2013.05.28 01:18:00 -
[33] - Quote
DUST Fiend wrote:I think removing free LAVs would be a step in the right direction. I must disagree.
These maps are very large, and traveling by foot is just a waste of time for both teams to get to their objective.
Also, as others have mentioned, they are easy to dodge and easy to kill. Keep them there. Think of it as free points. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
829
|
Posted - 2013.05.28 02:19:00 -
[34] - Quote
I'd still prefer the collision damage to be turned way down so that it'd have to be going full speed to kill. |
Baku Amad
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
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Posted - 2013.05.31 17:19:00 -
[35] - Quote
It does seem to me like free lav's are a placeholder, once we get bikes those should be our free vehicle and the lav's will all begin to cost. Problem fixed just be patient and stop the qq. |
Daedric Lothar
Onslaught Inc RISE of LEGION
602
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Posted - 2013.05.31 18:06:00 -
[36] - Quote
Baal Omniscient wrote:Situational awareness<-----learn it.
I use to say this, and then I figured out that my Murder Taxi could fit up ramps and on raised walkways and inbetween those 4 pillar things and up hills and around rocks and in alot of places you wouldn't expect a car to be.
I was on a map the other day where the A, B and C spawns are in a little base in the center of the map, drove up the ramp into the base itself and was driving over people trying to get to the capture point. It was funny when they came out of the building only to get mowed down when they were crossing the bridge.
And AV is difficult when you fit your Murder Taxi with 3 Overdrives and an Afterburner and you whip it around corners at breakneck speeds.
I would suggest better proximity mines, AT quality where they basically 1 shot any vehicle. But make them visible where you can have a gunner shoot them and blow them up. That will reduce the speed of the LAV and allow you to see it coming better, and prevent a lone driver from murdering everyone while not stoping HAVs in the slightest. |
JONAHBENHUR
New Eden's Most Wanted Gentlemen's Agreement
3
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Posted - 2013.06.01 11:48:00 -
[37] - Quote
a lav should be used as transport not the most OP weapon in the game that Hp boost was a very ill thought out idea |
Pentence Methroin
Nova Tech Marines Hephaestus Forge Alliance
0
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Posted - 2013.06.02 13:25:00 -
[38] - Quote
As am na who has been playing since practicaly day one i have seen a couple iterations of the builds. The fact is LAVds are here to stay this much is obvious. Second swarms are the number one way to kill an LAV in one shot usualy even with the most basic forms. AV granades also tear them up fast and are a great deterent from any LAV.
I too have LAVS with tons of SP and ISK put into them. Thusly yes i will drive around squash people if convienient and then even switch to my meta 4 turret to blast some people away providing cover fire for my squad. Then ill go back to moving again.
This all being said i believe that speed could indeed equal more damage but they already also havea mild system in place for what happens when you hit something. You will slow down or even stop moving if you hit a suit sometimes full on. I have gotten killed SO many times by geting stuck ona body. If somone killed you and is able to keep moving they are doing it right .
Last note i have is indeed they could switch over to a smaller vehicle when they come around for the free vehicle but the beleive the free LAV is to encourage teamwork by loading one up and getting to your objective together.Be wary that an individual LAV might discourage this action. |
Joretur
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.06.03 16:32:00 -
[39] - Quote
Here's an idea. Dropsuits do damage to the LAV when they are run over/hit. I mean have you ever seen what a dear does to a car? well how much damage could a dropsuit do to one. It should do some sort of damage to it... |
Orion Sanjeet
SyNergy Gaming EoN.
6
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Posted - 2013.06.04 04:16:00 -
[40] - Quote
I'm fine with LAVs however anything free should die with 1 standard/militia AV grenade, also +1 to what the guy above me said. |
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Sylwester Dziewiecki
BetaMax. CRONOS.
85
|
Posted - 2013.06.05 00:49:00 -
[41] - Quote
Instead of more proximity mines I would like to see a new type that have 1-2 charges but dmg of that 5-6 ones - AntiHAV proxy. Usually I'm Madruger pilot with proto Accelerator Railgun(and three dmg mod's), I have no problem with killing militia or standard LAV, the real problem is killing LLAV. They are very fast and maneuver, sometimes I need to hit them 3 times to blow them up, and it's not easy at all. They have tank like some of HAV's. I think that they should be a bit slower, because right now they need not dieing too often . I think they should move from 'racing car' position, closer to 'infantry logistic' support. |
Reaper Skordeman
The Reaper Crew PMC
0
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Posted - 2013.06.05 01:33:00 -
[42] - Quote
I'd like to see a new thing added:
- Rather than Grant them a Kill +50. - Grant them a Road-Kill +25 (or even 10.)
I'd also really like for the AV Grenades to be increased in damage, I mean sure maybe the high level or the Aurum ones are decent but all others are worthless.
I'd also like to see the Flux Grenades deactivate Vehicle Movement for a few seconds. Allowing a better lock for Swarm Launcher or even shots at the driver/gunner.
But I'd like to see it not be an instant kill when hit maybe wipe out 75% of total HP. Only have it be an instant kill if it's a HAV or a LAV at high speed (wind animation).
I'm seeing far too many Corporations use this as there sole means of combat and it's pathetic.
Actual vehicular combat I love drive-by's with he turret, that's fair play. But when you have everyone in the Corp. in there own LAV only running people over.. PATHETIC! |
Flux Raeder
WarRavens
111
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Posted - 2013.06.06 01:29:00 -
[43] - Quote
How about this: two grenade slots on mid-level and up dropsuits. If you wanted to you could even make it so they can't be the same types, for example 1 av grenade slot and 1 anti infantry grenade slot. That is one of the problems I have always had with this game, there are three vastly different types of grenades and you can only use one at a time and if a vehicle pops up when you are running flux grenades (which just don't cut it anymore) or standard grenades (useless against vehicles in direct contrast to what would happen in real life) you are utterly boned. And don't try to tell me "well why don't you just switch out at the supply depot" because I have lost track of the times I have been in a game with some Einstein of a bluedot with a tank who goes and destroys every accessible supply depot for a little bit of wp before my team even has a chance to hack them into use |
Richy De
DUST University Ivy League
0
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Posted - 2013.06.06 01:35:00 -
[44] - Quote
Road kill is a valid tactic in combat.
If you run over by an LAV because your out in the open, it's your own fault. Have your own LAV or even better a HAV and your not road kill anymore your a joy riders worse nightmare.
Attempting it in close quarters ends the joyride pretty quickly
Personally I prefers to deliver Death Form Above and hunt LAV's from the comfort of a drop/attack ship. |
Flux Raeder
WarRavens
111
|
Posted - 2013.06.06 01:38:00 -
[45] - Quote
Too: I agree with the previous poster: an LAV should not be able to hit a heavy suit and drive off without taking any damage at all. A scout should take out a 1/4 of the shield, maybe less since they are so hard to hit already, a medium should take out 1/2-3/4 shield depending on its level and a heavy should take out most of the shield and possibly some armour depending on level. You can argue with it all you want but if you want realism then that's the way it has to go. Hell, CCP could even balance it out with a custom bumper addition for the LAVs that would cost enough to get people to ease off the roadkill play and then some better turret features to swing the focus of the LAV into the right position |
Khemlar Maktaar
Famous.OTF Only The Famous
11
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Posted - 2013.06.06 11:49:00 -
[46] - Quote
http://www.youtube.com/watch?v=NLRNYIT42ig is what i imagine when a lav hits a heavy |
Dusters Blog
Galactic News Network
348
|
Posted - 2013.06.06 16:36:00 -
[47] - Quote
its horrible from a lore aspect.
dropsuits are these terminator style death machines that can survive falls from the MCC and multiple hits from rail tech sniper rifles but die when u hit them going 60mph in an LAV? thats way past horrible and probably one of the cheapest mechanics in FPS. |
Spkr4theDead
Namtar Elite Gallente Federation
169
|
Posted - 2013.06.07 05:26:00 -
[48] - Quote
Nightbird Aeon wrote:I know this was raised above in a blog thread, but it bears repeating...
LAVs are breaking the game! Too many people just bring them in and play merc-bowling with them... there is no cost associated with them, and they can kill a proto-suit just as easily as a militia suit.
While this is probably the wrong fix, I'll bet you 100 shiny ISK that if you removed impact damage from LAVs, you'd see a 99.99% reduction in LAVs being called into the game.
Also.... they reduced the number of Proximity Mines that can be deployed at one time (below Proto level mines, that is)... so the old tactic of laying down proxy mines to prevent drive-bys is just that much more difficult.
Either way, this has to stop!
/rant off As opposed to every single person with greater than 8mil SP running assault using the tactical rifles? You mean to tell me that something with plenty of incredibly effective counters is too overpowered? That just tells me you're far too lazy to even spec out for ADV AV grenades. Did you even buy the hacked EX-0 AV grenades when they were still on the market for basically the cost of a pack of gum?
People like you make me sick, wanting an entire style of play nerfed into the ground, literally forcing people away from the game because the role they want to play becomes useless. |
Spkr4theDead
Namtar Elite Gallente Federation
169
|
Posted - 2013.06.07 05:27:00 -
[49] - Quote
Just saw that you want impact damage removed.
LOL!
Another one that wants physics to be denied. Can you give me just one good thought-out reason for impact damage to be removed? |
Luther Mandrix
Planetary Response Organization
65
|
Posted - 2013.06.09 15:58:00 -
[50] - Quote
Just slow them down a little . They are harder to hit with av this build. I assault forge and I love killing Lavs. |
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Esper Shadows
Savage Arms INC
19
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Posted - 2013.06.10 05:37:00 -
[51] - Quote
As a LLAV driver, its pretty clear to me that pub match noobs are crying to CCP for a death taxi nerf rather than HTFU and putting SP into AV.
Most pub games I play, almost nobody is running serious AV, such as advanced or proto swarms or forge guns. There's usually a couple AV grenade tossers, but they're only a threat if they have prototype grenades and/or I get stuck nearby.
Let me tell you though, when I go up against a dedicated AV'er with a Wiyrkomi and a suite of damage mods, I lose. Badly. I run a fully shield tanked LLAV, and I still get absolutely crushed. I don't bother spawning another 300k+ LLAV when I get one-shotted by a proto swarmer. Incidentally, I do think high end swarm launchers should be nerfed (don't laugh) and/or converted to heavy weapons. As light weapons almost anyone can carry them. But I don't start threads crying about how OP they are.
I imagine in PC, death taxis are a non-issue because there's for sure going to be at least one prototype AV player on both sides. LAVs and LLAVs would only be useful as transportation (or support role) in that scenario.
So the way I see it, if you're whining about death taxis, its because you don't have a viable AV build or you're too lazy to spawn into it to help your team. In other words, LAVs are ruining your innovative strategy of putting all your SP into AR and locus grenades.
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Crucias Soulreaver
Gothic Wars Consortium
4
|
Posted - 2013.06.13 10:36:00 -
[52] - Quote
Khemlar Maktaar wrote:http://www.youtube.com/watch?v=NLRNYIT42ig is what i imagine when a lav hits a heavy
I agree, MLAVs should crumple like that when they hit prototype suits.
People keep complaining about it, but things should CONSIDER SP and ISK difference when doing damage. A free LAV should not be able to kill a Proto Heavy, or even a Proto Assault. The only one you can really justify is Proto Scout, but for the love of god let us JUMP over them. |
JONAHBENHUR
New Eden's Most Wanted
5
|
Posted - 2013.06.14 17:46:00 -
[53] - Quote
Nightbird Aeon wrote:I know this was raised above in a blog thread, but it bears repeating...
LAVs are breaking the game! Too many people just bring them in and play merc-bowling with them... there is no cost associated with them, and they can kill a proto-suit just as easily as a militia suit.
While this is probably the wrong fix, I'll bet you 100 shiny ISK that if you removed impact damage from LAVs, you'd see a 99.99% reduction in LAVs being called into the game.
Also.... they reduced the number of Proximity Mines that can be deployed at one time (below Proto level mines, that is)... so the old tactic of laying down proxy mines to prevent drive-bys is just that much more difficult.
Either way, this has to stop!
/rant off
they make av grenades, but i do agree the milita vehicle should be just a quick transport, while others should be and continue to be buffed for the price and skill points keep every thing but milita cars where there at |
Master Jaraiya
Ultramarine Corp
215
|
Posted - 2013.06.14 20:26:00 -
[54] - Quote
I don't have any qualms about getting ran down when it is legit and I deserve it, but when the LAV is 5 meters away when it begins to accelerate, and hits me doing about 5 km/hr while I'm in my advanced Heavy suit I should survive.
2 things need to be accounted for in the hit and run "tactic".
1. The speed of the LAV
2. The amount of HP of the potential roadkill. |
Seymor Krelborn
DUST University Ivy League
7
|
Posted - 2013.06.15 02:14:00 -
[55] - Quote
I may be a bit biased when it comes to murder taxis because I drive one ... but let me just put my 2 cents in... if you remove impact dmg from LAVs you diminish the realism of combat... if u get hit by a truck, you die...simple. If you learn how to jump and strafe you will increase your survivability against a murder taxi 10 fold... and if you have the right fit you will blow that LAV up... so really imho it comes down to skill in avoiding and destroying them...life is unfair , war is unfair EVE is unfair and Dust should be unfair as well.... welcome to new eden, a universe that thrives off your tears |
Seymor Krelborn
DUST University Ivy League
7
|
Posted - 2013.06.15 02:22:00 -
[56] - Quote
Master Jaraiya wrote:I don't have any qualms about getting ran down when it is legit and I deserve it, but when the LAV is 5 meters away when it begins to accelerate, and hits me doing about 5 km/hr while I'm in my advanced Heavy suit I should survive.
2 things need to be accounted for in the hit and run "tactic".
1. The speed of the LAV
2. The amount of HP of the potential roadkill.
honestly most heavies don't die at 5 km/hour and if this was the real world you would go beneath the LAVs tires and get dragged instead of bouncing off the bumper... the only time ive killed a heavy at a slow role is if I ram him w/ my LAV into a wall.... |
Seymor Krelborn
DUST University Ivy League
7
|
Posted - 2013.06.15 02:26:00 -
[57] - Quote
Dusters Blog wrote:its horrible from a lore aspect.
dropsuits are these terminator style death machines that can survive falls from the MCC and multiple hits from rail tech sniper rifles but die when u hit them going 60mph in an LAV? thats way past horrible and probably one of the cheapest mechanics in FPS.
so I guess what youre saying is in a world where there are "terminator style death machines" they would make their vehicles out of cardboard instead of the same or stronger material?.... and if I recall the terminator got quite a few impacts from vehicles and it messed him up pretty bad.... |
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