Poplo Furuya
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.06.07 03:00:00 -
[1] - Quote
Forge Gunner here. Shield tanks crumple like nobody's business. I know it's playing to the Forge's damage efficiency but even so, if I catch one that can't break LoS before the Assault FG salvo is over she's going up in flames. They're also vulnerable to both Flux and AV 'nades.
Speaking of grenades, the packed AV pack a wallop for very little fit. It also doesn't require fitting a suit around, the drawback is lack of access to Flux or Locus. Admittedly they are both amazing in deft hands but still, almost incidental access to some remarkably potent AV is pretty off. Gameplay wise I think they probably ought to be an answer to light vehicles that're getting too aggressive, thing is they're also tearing apart HAVs. Perhaps limit max AV grenade count to one but make it a good 'un? Keep it at 3 but make it the Sleek model, less damage with greater range and seeking? Both? If so the one-grenade variant wants to kill a militia LAV in one and lose the tracking, becomes a defensive weapon for that purpose and has far less overall damage than 3 rapidly lobbed P-AVs as of now. Sleek's about having longer effective range, being better able to join in as part of a combined assault on harder targets with slightly higher overall damage from the whole pack.
Returning to tanks in general... I think a larger overall problem is the game-modes available. Vehicles are not well-integrated into the gameplay by my reckoning because, well, the gameplay isn't focused. At the moment the objectives are shared, a bevy of neutral silos. If the objective was an opposed one, i.e. the classic attacker versus defender scenario, then HAVs and a whole other variety of roles might gain newfound tactical relevance.
Let's say the match is contingent on one objective that one side must defend and their opposite number attack. HAVs with Blasters on the offence are about encroaching in with infantry alongside, providing significant threat to those that would otherwise engage the approaching infantry. Said infantry can now engage in closer quarters with heavier suits and short range weapons, take a crack at that objective. The HAV supports the infantry advance 'til it starts sustaining too much fire and must retreat or explode, whichever it prefers.
HAVs with railguns on both sides are about keeping their opponents vehicular presence in check, take them out if possible or keep them suppressed, unable to push. Dropships are more relevant for the aggressor since airdropping in to bypass a killing field and disrupt their coverage of it could alter the flow of battle.
Snipers may actually have a really useful role in not allowing enemy Forge Gunners free reign to fire on allied vehicles.
The bottom line is that by making the match flow around that focused objective greater relevance is given to a tangible frontline and the capability that certain forces have, particularly vehicles, in pushing it forward or holding it steady.
And as always good map design is key, being designed with the objectives in mind and a good idea of the kind of tactics and gameplay you want to enable and promote. |