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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.18 19:01:00 -
[1] - Quote
I'm not here to discuss whether the vehicle HP buff makes free LAVs overpowered or not, so please leave that discussion elsewhere. I just want a few simple things for us Vehicle specialists. Ranked in order from most important to least important:
1) Please improve the suspension on the LAVs. These are high speed, highly vulnerable vehicles designed to for scouting enemy positions, rapid deployment of a small squad (vs the rapid deployment of a large squad for Dropships), and Anti-Infantry ground support. They should NOT be relegated to driving on the roads where they are most likely to find themselves staring down the barrel of the enemy's 80GJ Railgun. They should not have to worry about mildly poor terrain flipping them over at any speed above 5 miles per hour.
The fix is relatively simple: Raise the suspension on LAVs to allow for better navigating of bumpy terrain, and increase the vehicle weight to make it more stable on rougher terrain, and far less likely to make wildly unrealistic jumps (and flips). Just because it's a "Light" Attack vehicle doesn't mean it needs to be constructed from toothpicks and toothpaste. Give it some mass. Lower the speed of non-Scout LAVs to compensate for the improved navigability, and add the chance for the vehicle to roll over it takes a turn too sharply at top speed. This lets it perform its intended role a little bit easier with far more varied approaches to the same destination, and slightly better survivability (when you're under fire, you don't always have the option to slow down for rough terrain, or take the road.. sometimes you gotta gun it to get out, and when you flip over, they've got you)
It can still go fast enough to do jumps and flip over, and such, but just give it a better suspension and higher mass. It will wildly improve their effectiveness beyond "let's just call in the free one, drive to objective C, then ditch it" or "let's just call in the free one and slam it into a tank" for those of us who are spec'ing into them.
2) Give the LAVs a speedometer and a G-Sensor. The speedometer speaks for itself, it'd be nice to know what speed I'm actually going, and what speeds are suitable for a particularly less-than-optimal terrain. The G-sensor would only really be necessary if the suspension and mass were fixed making high speed 90 degree turns unstable, and it'd be a good way to gauge if you're getting too close to the limit.
3) Give the guy in shotgun seat the ability to shoot his normal gun outside of the LAV. Give him a marginal FOV (field of view) ranging from 90 degrees to the right to directly forward, with a slight "left aim" bias. As in, the ability to aim just a little left of the center line of the vehicle.
I think these changes would drastically improve the role of the LAV in the game, beyond "a free car" and would offer higher incentive for people to actually spec into them, beyond "Oh I want a tank". |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
5
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Posted - 2013.05.19 13:08:00 -
[2] - Quote
So, the DUST community really doesn't care about LAVs beyond how many times they are run over by them (and directly related how easy they are to kill)? |
Smoky The Bear
Silent Stalkerz Hephaestus Forge Alliance
68
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Posted - 2013.05.19 13:10:00 -
[3] - Quote
EXASTRA INVICTAS wrote:So, the DUST community really doesn't care about LAVs beyond how many times they are run over by them (and directly related how easy they are to kill)?
Ya they just dont give a flying ......... |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
7
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Posted - 2013.05.19 17:44:00 -
[4] - Quote
I went ahead and made a (rather poor looking) mock up for what I'm looking for in the instrument cluster.
Badly done picture
In the bottom right corner you have your new LAV instrumentation. Perhaps the most important, and most obvious addition, is the digital Speedometer readout. Set in m/s, it would go from 0.0 all the way up to your top speed, whatever that is. The indicator would turn red when maximum velocity had been achieved.
the arc'd meter would guage the total torque output being used by your engine. Adding torque increasing modules would move the red limiter ever moreso to the right, freeing up more blue space for your indicator to take up. It isn't necessary, but I thought it would be a nice way to let a Merc know whether or not he has reached peak torque trying to climb a particular hill and should give up, or try again from a different approach. In regular driving the meter would increase directly proportional to acceleration until your velocity begins to peak, where the actual applied torque will drop somewhat back down to the mid range.
Beneath the torque meter and the digital speedometer is a G-sensor. The harder and faster you turn sharp left, the more the green indicator bar will move towards the red zone on the right side. The same will apply oppositely to a sharp right turn, with the indicator moving left. Going too far into the red zone would/could result in your vehicle losing stability and going onto two wheels, and most likely ultimately flipping over a few times.
Anyway, these are changes I'd really appreciate seeing come to the LAVs for those of us (however few we are) who take the role of the LAV a little more seriously than, well, everybody else. It's not something immediately important but I hope CCP will give it a bit of attention for the next expansion, or perhaps the next following. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
95
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Posted - 2013.05.19 18:43:00 -
[5] - Quote
I'd drive my LAV's more if this happened. count me in!
Peace, Godin |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
66
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Posted - 2013.05.19 18:54:00 -
[6] - Quote
Nerf the HP on the militia LAV They are free and need to so squishy that one packed av is their death just like in chromosome.
Making none scout LAV's go slower and having a lower max speed than the scout would definitely make the scout LAV much much better. Giving a suspension to LAVs is very needed as yeah as you state going offroad makes you tumble over so fast that hell it's impossible to drive outside roads. Speedometer mmm well fine but G force calculater why ???
And i do think CCp has said they won't to make it so that passengers of both dropships and LAV can actually fire with tehir main gun out of the vehicles. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
9
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Posted - 2013.05.19 19:15:00 -
[7] - Quote
Godin TheKiller wrote:I'd drive my LAV's more if this happened. count me in! Peace, Godin Indeed, the LAV role as it is in its current iteration can be viewed as little more than a joke, and some "for the lulz" moments. Thank you for the support.
Den-tredje Baron wrote:Nerf the HP on the militia LAV They are free and need to so squishy that one packed av is their death just like in chromosome.
Making none scout LAV's go slower and having a lower max speed than the scout would definitely make the scout LAV much much better. Giving a suspension to LAVs is very needed as yeah as you state going offroad makes you tumble over so fast that hell it's impossible to drive outside roads. Speedometer mmm well fine but G force calculater why ???
And i do think CCp has said they won't to make it so that passengers of both dropships and LAV can actually fire with tehir main gun out of the vehicles. 1) Like I said I'm not here to discuss the changes to the free militia LAV. I will note, however, it is my personal opinion that they be removed from the game. Give players the ability to get an LAV BPO and force them to buy the req'd module BPOs if they want instant free LAVs.
2) The non-scout LAVs don't have to be too much slower, as that would make them too easy to target. The base LAVs should be more than capable of maneuvering rough terrain at high speeds. The Scout LAVs should have higher acceleration, higher top speed, lighter weight, and a slightly lowered suspension. This will make it more prone to flipping on the rougher terrains, but still make it a viable option for LAV drivers. It would be incredibly quick, able to rapidly assist ground assets against infantry wherever it was needed. But it wouldn't have quite the same stability and should require more driver skill to operate, most noticeably over rougher terrain.
3) Yes the raised suspension issue is probably the worst problem plaguing "real" LAVs right now. It even says in their description "Mobile support vehicle, agile and effctive.. at assisting both infantry and other vehicles.. with its EW systems and all-terrain maneuverability modules..." Well, last I checked the torque motor only made it better at climbing rough and rocky hills, not traversing ordinary non-paved terrain.
4) I stated that I wanted LAVs to be slightly susceptible to rolling over if the driver isn't good at driving and/or wasn't paying attention. It would apply more to non-Scout LAVs because, while they are slower, their increased weight and higher suspension will make them more prone to tipping over when trying to execute high-g maneuvers (such as a power slide). The Scout LAV would have a lowered suspension (lower center of gravity) with improved aerodynamics to allow for more reliable high-G maneuvers (which will translate into survivability for it).
5) CCP may have stated that they want to do it, but I'm here saying that I want it done, and am providing other players to speak their opinion as well. If CCP is aware that it's something that us players truly do want, they are more likely to make it an actual feature alongside the current balance and bug fixes (obviously at a later date) |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
130
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Posted - 2013.05.19 19:48:00 -
[8] - Quote
+1 |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
104
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Posted - 2013.05.22 18:35:00 -
[9] - Quote
+1 |
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