CharCharOdell
Shining Flame Amarr Empire
212
|
Posted - 2013.05.25 07:12:00 -
[1] - Quote
Felix Faraday wrote:Quote:Not much, though, we must be kept competitive by unionizing or those Pilots/Drivers will nerf us ragged. We need to counter their positions when needed. Though we must be reasonable. The only "AV" nerf I want is redline installations moved/changed so they aren't attacking me from halfway across the map while behind their own redline. Aside from that, AV is fine. Some vehicles on the other hand, need some buffs/changes. Dropships especially. And give the poor tankers their PG back. And low-end LAVs are fine. They shouldn't be able to be 1-shotted by AV grenades. Like AR users love to say, take cover and you'll be fine.
I agree. However, mlt lavs are obsecenely powerful I propose nerfin their HP by 50%, and also nerfing AV grenades (all other AV is fine...or will be when we get our proto tanks) 30%. This way mlt lavs will still be OHKd by AV grenades, but AV grenades wont be the dominant tank killer anymore and you AV people will be more valuable than ever. Everybody wins! :D |
CharCharOdell
Shining Flame Amarr Empire
213
|
Posted - 2013.05.25 21:31:00 -
[2] - Quote
GeneralButtNaked wrote:You supposed AV people have it all backwards.
We got our stuff buffed hard last build. Tankers got slapped with the nerf hammer.
Now, there is no need for dedicated AV.
I am a forge gunner. Pimped right out, I am made for taking out tanks.
The problem is that one guy with AV grenades can be just as effective as my highly specialized fit. So why would a team waste a slayer spot on a dedicated AV player if they can get almost the same results from an assault user with AV grenades to go with his tac AR?
Exactly! Nerfing AV nades is mutually beneficial to both AV and vehicles. The only people who oppose it have no specialization in either and have no say in the matter. I dont mind getting destroyed by an Ishukone or Wirykomi because ya'll invested SP in being able to kill be the same as I invested SP to be able to kill you. But when an AV nade which requires NO skill to use kills bc bc it was spammed, that is stupid and a broken mechanic. |
CharCharOdell
Shining Flame Amarr Empire
215
|
Posted - 2013.05.26 05:21:00 -
[3] - Quote
A general concencus among tankers and dedicaated (that means 7mil+ SP into just killing tanks- not having a Darkside or AV grenades!) is that mlt LAVs have far too much HP and AV grenades are replacing forge guns and swarm launchers as the primary anti-tank weapon, as most tanks are killed by these things.
Why MLT LAVs need a nerf:
From the tanker's point of view: 1) Cannot be one-shotted by a particle cannon- ridiculous that the biggest, baddest weapon in the game can't one-shot the cheapest behicle (which is the purpose of railguns in the first place) 2) They do not deserve to have vehicles that are that difficult to kill if they cost NO ISK or SP. I have very powerful logi LAVs because I spent the SP to get all the proto modules and passive skills to fit them the way I do.
From the AV point of view: 1) There is no reason why a Wirykomi or Ishukone should have this much trouble killing a free vehicle for the same reason that particles can't. It'd be like if a Boundless HMG couldn't melt a starter assault fit at close range.
Solution: Bring free LAVs HP down to 500 points total. This will allow even HMGs to kill them, as well as being OHK'd by any AV, or in just under 2 seconds by a large blaster. Also, it'd be an easy victim of impact damage if poorly driven- which they usually are.
Why AV nades need a nerf:
From the tanker's point of view: 1) For the most part, tankers respect the fact that someone who dedicated themselves to killing tanks should be able to do so with relative ease, as we have dedicated ourselves to destroying installations, vehicles, and infantry with relative ease. However, AV nades kill more tanks than any other weapon. In Chromosome, most tank kills were made by railguns, blasters, and forge guns- this is how it should be. Now, any assault trooper can walk up to a tank and do 4500 dmg in 3 seconds, and if they have a nanohive, (1500) X (seconds at nanohive). This means a single person can kill a madrugar by themselves with little to no SP spent, and 2000 isk spent to kill a 1.6 mil ISK vehicle. It simply is too powerful for its cost and skill requirement compared to swarm launchers, railguns, and forge guns.
From the AV point of view: 1) AV nades have replaced forge guns and swarm launchers as the most effective AV weapon for skill and isk needed, as well as killing a lot fast. A swarm launcher can take 2 seconds to lock on, and then up to five to track and hit the target. A forge gun can take 2.5-6 seconds to charge, and then they must lead the target as well as be able to aim with a poor crosshair- that takes a lot of skill (especially at ranges beyond 300m). AV nades, however, take 1 second to throw, do as much damage as an ishukone forge, and home onto their targets. That would be like a person with a mass driver aiming into the sky, and having their rounds guided by satellite onto someone's head every single time. Ultimately, this affects the AV player by making him less valuable to the team. Nobody in their right mind bring someone who invested all their SP into killing tanks into a PC match where someone who can hold objectives, kill infantry, and kill tanks could work just as well. Preventing your team from being destroyed by tanks should require that you bring a fully specced forger or rail tank to the fight, rather than it being just good enough to have everyone bring AV nades. From my point of view as a tanker, rarely has a team brought someone with fully specced AV to the fight; instead, everyone just uses AV nades.
The solution: Bring AV nade damage down to 600 for STD, 675 for ADV, and 750 for PRO. More than enough to kill a LAV, but not enough to solo any tank; yet able to drive a tank who is getting too careless away.
These two issues, if solved as stated here, will make AV players much more valuable on the market, as well as tanks becoming much more survivable. |