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Hunter Fencen
ROGUE SPADES EoN.
1
|
Posted - 2013.05.27 22:25:00 -
[1] - Quote
Now I know that since the latest patch a lot of people are hating logi LAVs and all their siblings. These "Murder Taxis" are annoying I must admit, especially as they are silent sometimes sneaking up on you. However to get WP and therefore SP this is our only option. Using our remote reppers gives us nothing. So why be near infantry or vehicles when you can be getting 20-0 just running around like some smart arse.
I suggest to calm all this we introduce a bonus for the logi LAV's. You get say 25 wp for repairing 75 dropsuit armor or 150 vehicle armor. You reduce the wp from running people over at the same time to discourage these tactics. This applies only to logi level, who should be playing this role anyway being logi.
To give an example my squad has set up a system. 2 armor tanks 2 shield tanks. One of each logi type (Limbus and i forget the other) goes between each of the two tanks doing the job of their reppers. This frees up slots for them to use remote reppers between each other or to tank up and get extra plates or resistance modules. This is a highly effective tactic and promotes team play and specialisation of roles. It doesn't however allow for the LAV users to build up ISK.
Finally the Scouts. I have personally never seen one of these in battle and I think i know why. With less armor, shield, PG/CPU they are pointless compared to other variants. I suggest giving them a permanent scanner to an acceptable range. Give the driver much more cover in his seat leaving him less open to fire. Lower the controlling of the LAV to help counter running people over and make it damage the LAV when it hits the person.
This isn't a post on whether or not Murder Taxis are good or bad but an attempt to help specialize their roles so they have something to do other than run you down, which you may appreciate. |
Silas Swakhammer
GamersForChrist Orion Empire
12
|
Posted - 2013.06.08 23:37:00 -
[2] - Quote
Scout LAVs - Decrease size slightly - Increase acceleration slightly - Increase agility slightly to moderately - Dampen profile greatly - Place an on-board scanner that pulses every 1 sec. for 5 sec., revealing all enemy units within range and keeping them revealed to friendly team for approx. 30s. Cooldown approx. 45s. Warpoints awarded for this activity.
Logi LAVs - Decrease HP slightly - Shield driver from direct fire - Warpoints awarded for shield/armor rep - Easier targeting mechanic for shield/armor rep - Allow ammo resupply for nearby friendly infantry. Warpoints, maybe?
Cause minor damage to LAVs when hitting enemy infantry. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
101
|
Posted - 2013.06.09 00:08:00 -
[3] - Quote
Silas Swakhammer wrote:Scout LAVs - Decrease size slightly - Increase acceleration slightly - Increase agility slightly to moderately - Dampen profile greatly - Place an on-board scanner that pulses every 1 sec. for 5 sec., revealing all enemy units within range and keeping them revealed to friendly team for approx. 30s. Cooldown approx. 45s. Warpoints awarded for this activity.
Logi LAVs - Decrease HP slightly - Shield driver from direct fire - Warpoints awarded for shield/armor rep - Easier targeting mechanic for shield/armor rep - Allow ammo resupply for nearby friendly infantry. Warpoints, maybe?
Cause minor damage to LAVs when hitting enemy infantry. First of all REVERT ALL LAVS EHP BACK TO CHROMOSOME LEVEL !!
Scout LAV: Make it have a passive scanner that makes a full 360 degreee sweep every 3 second and make it have a radius of 60 meters or something quite big as this has to be it's main selling point. Give these more CPU/PG and also give them more EHP in general. but keep it at something that won't make them murder taxi part 2..... Other than that i agree with everything above.
LLAV: The repper on these is really really clunky and very hard to use. Make the repper into a passive repper that works liek a triage nanohive. Whenever a merc comes within a radius of lets say 25 meters of the LLAV it'll automatically begin to rep him. To not make it completely OP have it rep something like 60 HP/s but then it's also able to rep as many people as there can be within the operating circle of the LLAV. No more clunky rep tool where you have to aim at someone for 1 bilion years and then press fire. When it comes to warpoints the above repper should only work for rdopsuits and standard rules for triage WP's should apply to the LLAV as well. When it comes to resupplying friendlies don't it's major selling point has to be a kickass repper and more sturdyness than normal LAVs. To avoid it become another epic murder taxi maybe make it slower in acceleration and slower and stopping than standard LAV. |
Silas Swakhammer
GamersForChrist Orion Empire
13
|
Posted - 2013.06.09 00:28:00 -
[4] - Quote
Den-tredje Baron wrote: To avoid it become another epic murder taxi maybe make it slower in acceleration and slower and stopping than standard LAV.
A solid idea. Edited my original post to reflect this. |
Tharak Meuridiar
The Empyrean Agency
73
|
Posted - 2013.06.09 00:29:00 -
[5] - Quote
I think the big deal with LAV's is running people over is the only way they can get kills. Their only weapon other than plowing through you, is the same class of turrets that HAV's get 2 of in addition to their heavy gun. HAV's are a much slower vehicle that has the durability to cut engines and lay down fire on a squad of enemy infantry.
An LAV can be one hit by a forge gun if unmodified. Their survival tactic is to stay moving quickly. Constantly. This makes their turret absolutely useless. So they resort to a new weapon. Their front bumper.
From another topic:
Tharak Meuridiar wrote:Role bonus to LAV's 100% bonus to turret tracking
Caldari LAV role bonus 50% higher refire rate bonus for missles 50% lower charge time / heat build up for railguns 50% higher explosion radius for missles and railguns
Gallante LAV role bonus 50% higher refire rate for blasters 50% lower heat buildup for blasters Blasters get slight bullet dispersion
Change LAV's so that when they run into an enemy it knocks them back 5 meters and does 300-700 damage based on the speed the LAV was traveling and how directly they were hit.
Role bonus to Dropships 50% bonus to turret tracking
Caldari dropship role bonus 25% higher refire rate bonus for missles 25% lower charge time / heat build up for railguns 25% higher explosion radius for missles and railguns
Gallante LAV role bonus 25% higher refire rate for blasters 25% lower heat buildup for blasters Blasters get slight bullet disperasion
HAV's are fine IMO. You can actually aim the turrets at the speeds that HAV's go. Especially since HAV's tend to sit in place to really lay down the fire.
PS. Numbers are very adjustable. The main idea is turrets on light vehicles are seriously underpowered because they can't hit anything at the speeds those vehicles move. You can't make hit and run vehicles need to stand still to be able to use their primary weapon effectively. Upping their tracking speed, refire rate, and explosion radius could change that. And of course adding higher refire/dispersion to blasters makes it easier to just spray down targets.
They could do this, or maybe even introduce a new class of turrets for LAV's that's designed to be deadly at spray and pray while traveling at breakneck speeds.
We need to study the warthog. That's where LAV's come from, and they are far more feared for their turrets than their front bumper (Though both can be deadly.)
PS. It's 35 WP per person your gunner guns down. So you could get plenty of points that way if you are a good driver with a good gunner. |
Silas Swakhammer
GamersForChrist Orion Empire
13
|
Posted - 2013.06.09 00:50:00 -
[6] - Quote
Gun fixes for the LAV would be nice (especially the spray and pray idea), but such a thing wouldn't fix Logi and Scout LAVs. |
Scheneighnay McBob
Bojo's School of the Trades
1489
|
Posted - 2013.06.09 01:55:00 -
[7] - Quote
I still need to do more testing, but my first impression of LAVs this build is that they're terrible at what they're actually meant for, since the new handling is so messed up. |
Hunter Fencen
ROGUE SPADES EoN.
2
|
Posted - 2013.06.10 07:26:00 -
[8] - Quote
The spray turret is a great idea. Why not be able to fit out LAV's with heavy weaponry? In doing so however the PG/CPU is adjusted to make more fair gameplay. An HMG on an LAV could actually kill something whilst retaining the close up nature of an LAV. But only on higher models to stop newbies just throwing them on and turning everything into a complete rampage of idiocy.
The passive remote reppers are a good idea however i think a limit of 2 dropsuits per LAV should come in to stop an army of a self repping team huddled around one LAV being untouchable.
The scout already has increased acceleration but i feel it should get increased speed also. What i can imagine is a dune buggy type vehicle for it instead. It can get thrown around but still be in control. In turn it's easy as hell to take out if it is actually hit.
These are some great ideas guys keep them coming!
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Esper Shadows
Savage Arms INC
21
|
Posted - 2013.06.10 09:44:00 -
[9] - Quote
LAVs need serious help with turrets and gunners. LAV turrets don't do jack squat at killing enemy infantry because LAVs have to drive by fast to avoid AV death. LAV turret gunner has, at most, a few seconds to make the kill when I'm driving before I have to get the F outta there. That ain't happening this build, so murder taxi is the only way to get decent WP.
Blaster turrets are the closest thing to an acceptable turret for LAVs right now, but you friggen have to have proto, full damage mods and maxed skill levels to kill fast enough. Unfortunately, that means grinding millions of SP running a murder taxi to get there, and then you have to find a gunner in your corp with the right skill set. Yeah, it sucks.
Its not really about turret tracking or heatsink, blaster turrets just don't do the damage fast enough. Missile turrets are terribly inaccurate on a moving vehicle. You guys are lucky friendly fire is turned off in pub matches, otherwise missile turrets would ignite a revolution on the forums. That's how inaccurate they are. Sure you can stop and that'll help the accuracy but then your gunner gets picked off or your LAV gets blown up. Missile turrets need a serious (and I mean serious) accuracy improvement. Put these bonuses on the LAV so HAVs and dropships don't become OP. Then CCP can nerf death taxis.
As a LLAV driver I'd love to get WP for support activities too. But for goodness sake, please help with LAV turrets.
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Shady IceCream Truck
Intergalactic Cannibus Cartel
52
|
Posted - 2013.06.10 10:41:00 -
[10] - Quote
Scheneighnay McBob wrote:I still need to do more testing, but my first impression of LAVs this build is that they're terrible at what they're actually meant for, since the new handling is so messed up.
the handling is fine.. much like a porsche .. that rolls alot |
|
Mortedeamor
Internal Error. Negative-Feedback
71
|
Posted - 2013.06.10 11:02:00 -
[11] - Quote
Silas Swakhammer wrote:Scout LAVs - Decrease size slightly - Increase acceleration slightly - Increase agility slightly to moderately - Dampen profile greatly - Place an on-board scanner that pulses every 1 sec. for 5 sec., revealing all enemy units within range and keeping them revealed to friendly team for approx. 30s. Cooldown approx. 60s. Warpoints awarded for this activity.
Logi LAVs - Decrease HP slightly - Decrease acceleration moderately - Shield driver from direct fire - Warpoints awarded for shield/armor rep - Easier targeting mechanic for shield/armor rep - Allow ammo resupply for nearby friendly infantry. Warpoints, maybe?
Cause minor damage to LAVs when hitting enemy infantry. hmm add remove scout lavs turrent its not needed |
Mortedeamor
Internal Error. Negative-Feedback
71
|
Posted - 2013.06.10 11:03:00 -
[12] - Quote
Shady IceCream Truck wrote:Scheneighnay McBob wrote:I still need to do more testing, but my first impression of LAVs this build is that they're terrible at what they're actually meant for, since the new handling is so messed up. the handling is fine.. much like a porsche .. that rolls alot i agree handling is great and works way better than it did a year ago |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
136
|
Posted - 2013.06.10 12:18:00 -
[13] - Quote
idk about the SLAV's, but for LLV's, they need to change the rep into a bubble rep, and then change the way remote repsto where when you aim at something, and let go of the stick, it stays in that position. Anyways, it does give you point for repping so either none of you has used the rep, or none of you are pilots, in which all of you should stfo.
Peace, Godin |
Hunter Fencen
ROGUE SPADES EoN.
2
|
Posted - 2013.06.10 14:43:00 -
[14] - Quote
I run every vehicle in the game. I'm not talking dropsuit reps here,i know you can actually get points for those. I'm talking vehicle armor and shield remote rep points here. You get nothing for these. Maybe a bonus for turret spread and damage in LAV's?
The idea of losing the turret in a Scout LAV is one I've toyed with but in doing so there would have to be an incredible bonus as you are effectively making it undefenceable. Perhaps a guy on the back who can fire his own weapons? No grenades otherwise AV would become far too OP but this could be a better compromise. |
Scheneighnay McBob
Bojo's School of the Trades
1513
|
Posted - 2013.06.10 15:22:00 -
[15] - Quote
Esper Shadows wrote:LAVs need serious help with turrets and gunners. LAV turrets don't do jack squat at killing enemy infantry because LAVs have to drive by fast to avoid AV death. LAV turret gunner has, at most, a few seconds to make the kill when I'm driving before I have to get the F outta there. That ain't happening this build, so murder taxi is the only way to get decent WP.
Blaster turrets are the closest thing to an acceptable turret for LAVs right now, but you friggen have to have proto, full damage mods and maxed skill levels to kill fast enough. Unfortunately, that means grinding millions of SP running a murder taxi to get there, and then you have to find a gunner in your corp with the right skill set. Yeah, it sucks.
Its not really about turret tracking or heatsink, blaster turrets just don't do the damage fast enough. Then there's missile turrets. They are laughably inaccurate on a moving vehicle. You guys are lucky friendly fire is turned off in pub matches, otherwise missile turrets would ignite a revolution on the forums. That's how inaccurate they are. Sure you can stop and that'll help the accuracy but then your gunner gets picked off or your LAV gets blown up. Missile turrets need a serious (and I mean serious) accuracy improvement. Put these bonuses on the LAV so HAVs and dropships don't become OP. Then CCP can nerf death taxis.
As a LLAV driver I'd love to get WP for support activities too. But for goodness sake, please help with LAV turrets. I've found that multiple high-speed drivebys can deal a lot of damage and get lots of assists and a few kills for the gunner, but the driver doesn't get jack **** |
Scheneighnay McBob
Bojo's School of the Trades
1513
|
Posted - 2013.06.10 15:24:00 -
[16] - Quote
Mortedeamor wrote:Shady IceCream Truck wrote:Scheneighnay McBob wrote:I still need to do more testing, but my first impression of LAVs this build is that they're terrible at what they're actually meant for, since the new handling is so messed up. the handling is fine.. much like a porsche .. that rolls alot i agree handling is great and works way better than it did a year ago It doesn't glitch out this build, but last build it was easier to drive (as long as it didn't glitch out)
Last build, the only way to make it roll it was if you put a bunch of chassis and propulsion mods on it and hit a corner really hard. Now you can roll over an LAV that has armor plating on it. |
Obodiah Garro
Tech Guard General Tso's Alliance
118
|
Posted - 2013.06.10 16:00:00 -
[17] - Quote
I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.10 16:23:00 -
[18] - Quote
[quote]At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.[/quote
100% is a little too much tune it down to 50% max and you have to skill it to recieve these bonuses. Stops it from being OP, that's the last thing we're after. |
Silas Swakhammer
GamersForChrist Orion Empire
15
|
Posted - 2013.06.10 17:37:00 -
[19] - Quote
lol? Decrease resists when it's in motion? That's absolutely absurd. |
Esper Shadows
Savage Arms INC
22
|
Posted - 2013.06.10 18:20:00 -
[20] - Quote
Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire.
'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants.
If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes. |
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Esper Shadows
Savage Arms INC
22
|
Posted - 2013.06.10 18:21:00 -
[21] - Quote
Sry, double-post |
Skihids
The Tritan Industries RISE of LEGION
1575
|
Posted - 2013.06.10 18:41:00 -
[22] - Quote
Esper Shadows wrote:Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. 'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants. If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes.
This is the truth.
CCP tells us what they want us to do via WPs. They reward actions they want to see more of, penalize those they really don't want to see, and ignore the rest.
Right now they are telling us that they want more carnage. The main way to earn points is to slay the enemy. Logis can get some points for repping dropsuits and everyone can get some additional WPs via capping objectives.
Nobody gets points for repping vehicles or installations, and nobody gets points for using any vehicle modules. CCP really doesn't want you carrying passengers in a dropship because they will penalize you for each rider that gets killed when you go down.
CCP makes it difficult to get kills via small turrets, so it's obvious that LAV's are supposed to be used to generate roadkill. it's simple deduction. Examine the incentives and the capabilities and you determine what the proper use is. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.10 19:59:00 -
[23] - Quote
Esper Shadows wrote:Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. 'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants. If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes.
If you read the original post we aren't looking for a nerf. We want to encourage the correct playstyles with these vehicles. Please read the whole post before commenting in the future. |
Silas Swakhammer
GamersForChrist Orion Empire
15
|
Posted - 2013.06.10 21:47:00 -
[24] - Quote
Hunter Fencen wrote:Esper Shadows wrote:Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. 'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants. If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes. If you read the original post we aren't looking for a nerf. We want to encourage the correct playstyles with these vehicles. Please read the whole post before commenting in the future. The majority of this thread is calling for nerfs nerfs nerfs.
The correct playstyles for these vehicles have no incentive. |
Skihids
The Tritan Industries RISE of LEGION
1577
|
Posted - 2013.06.10 22:02:00 -
[25] - Quote
CCP as the game designer is the entity that determines the desired play style. They do that principally via incentives such as WPs, and secondarily via capabilities.
Players strive for points and use the most capable means within their grasp to do so.
The greatest number of points are earned through slaying, so that is every mercs primary occupation (excluding dedicated logiis). Thus players will use the most powerful (highest DPS) weapon at their disposal to kill.
For those skilled into infantry that was the TAR and Caldari Logistcs suit just a few days ago. For those players skilled into vehicles that is now impact damage via the LLAV.
There will always be those contrary personalities such as pilots who insist on running unprofitable fits, but they do so despite CCP's clear signals that their play style is highly discouraged. There will also always be players such as yourself who will attempt to tell others how they should play despite that play style being completely unprofitable.
You can tell us we should use our massive vehicle SP investment to use the LLAV to support you as infantry for a total reward of zero WPs, or that we should use the marshmallow cannons on the back to get our kills, but that's just your opinion vs CCP's and CCP is the only one tht counts because they are passing out the rewards. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.10 22:50:00 -
[26] - Quote
Silas Swakhammer wrote:Hunter Fencen wrote:Esper Shadows wrote:Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. 'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants. If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes. If you read the original post we aren't looking for a nerf. We want to encourage the correct playstyles with these vehicles. Please read the whole post before commenting in the future. The majority of this thread is calling for nerfs nerfs nerfs. The correct playstyles for these vehicles have no incentive.
Where?
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Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.10 23:57:00 -
[27] - Quote
I don't mind a tough LLAV, but when they can take more punishment than a HAV, there's something wrong. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.11 06:28:00 -
[28] - Quote
Shijima Kuraimaru wrote:I don't mind a tough LLAV, but when they can take more punishment than a HAV, there's something wrong. Sir we aren't looking at LAV's stats in general here just Scout and LLAV roles and why they aren't being filled. |
Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.11 07:05:00 -
[29] - Quote
Hunter Fencen wrote:Shijima Kuraimaru wrote:I don't mind a tough LLAV, but when they can take more punishment than a HAV, there's something wrong. Sir we aren't looking at LAV's stats in general here just Scout and LLAV roles and why they aren't being filled.
Well the above makes it obvious. There's no reward for them doing what they're supposed to do and fitting them to fill those roles is apparently difficult. And if there were rewards and the fitting/use wasn't unnecessarily difficult, it still wouldn't change the fact that most players still wouldn't use the SLAV and would still continue to use the outrageously tough LLAV as a deathmobile.
Many players still have the CoD like mentality that KDR is all important and will take whatever the easiest path is for them to pad that stat. Very few players actually play public matches to support their squad/team. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.11 07:29:00 -
[30] - Quote
Shijima Kuraimaru wrote:Hunter Fencen wrote:Shijima Kuraimaru wrote:I don't mind a tough LLAV, but when they can take more punishment than a HAV, there's something wrong. Sir we aren't looking at LAV's stats in general here just Scout and LLAV roles and why they aren't being filled. Well the above makes it obvious. There's no reward for them doing what they're supposed to do and fitting them to fill those roles is apparently difficult. And if there were rewards and the fitting/use wasn't unnecessarily difficult, it still wouldn't change the fact that most players still wouldn't use the SLAV and would still continue to use the outrageously tough LLAV as a deathmobile. Many players still have the CoD like mentality that KDR is all important and will take whatever the easiest path is for them to pad that stat. Very few players actually play public matches to support their squad/team.
Totally agree |
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Esper Shadows
Savage Arms INC
25
|
Posted - 2013.06.11 08:09:00 -
[31] - Quote
Hunter Fencen wrote:Silas Swakhammer wrote:Hunter Fencen wrote:Esper Shadows wrote:Obodiah Garro wrote:I don't mind the HP LLAVs have, they need to be tanked in order to fulfil their battlefield role, however there are ways to prevent them being murder taxis/batmobiles.
My suggestion is simple. At 0ms they have 100% current resists. The faster they go the less resists they have to 100% dmg penalty against all weapons.
This gives them the kinda insane tank they have atm when doing the job they should be doing, but when they are racing around running people over they are very vurnable, especially to AV fire. 'Cept there ain't no warpoints to be had when "doing the stuff that I should be doing". That's the real problem. You people need to think the metagame through. Instead of burying a playstyle you don't like with a CCP mega-nerf you should be looking for ways to encourage behavior that the playerbase wants. If CCP keeps nerfing everything its just going to drive people to quit and/or demand a respec so they can max out the next "OP" weapon or vehicle. Then the whole cycle begins anew. Forum QQ'ers cry for a nerf and on it goes. If you read the original post we aren't looking for a nerf. We want to encourage the correct playstyles with these vehicles. Please read the whole post before commenting in the future. The majority of this thread is calling for nerfs nerfs nerfs. The correct playstyles for these vehicles have no incentive. Where?
Read the thread again. Or learn some reading comprehension. Or learn to read. Not sure which. |
Esper Shadows
Savage Arms INC
25
|
Posted - 2013.06.11 08:24:00 -
[32] - Quote
Shijima Kuraimaru wrote:Hunter Fencen wrote:Shijima Kuraimaru wrote:I don't mind a tough LLAV, but when they can take more punishment than a HAV, there's something wrong. Sir we aren't looking at LAV's stats in general here just Scout and LLAV roles and why they aren't being filled. Well the above makes it obvious. There's no reward for them doing what they're supposed to do and fitting them to fill those roles is apparently difficult. And if there were rewards and the fitting/use wasn't unnecessarily difficult, it still wouldn't change the fact that most players still wouldn't use the SLAV and would still continue to use the outrageously tough LLAV as a deathmobile. Many players still have the CoD like mentality that KDR is all important and will take whatever the easiest path is for them to pad that stat. Very few players actually play public matches to support their squad/team.
There are a variety of ways to address death taxis. CCP can certainly bury this playstyle with a nerf if they wanted. They could make it such that impacts do no damage to enemy dropsuits at all. They could end the CoD mentality overnight. The problem is, a death taxi nerf in exchange for nothing would mean that people will just stop using LAVs period except for basic transport. That would degrade the gameplay and **** off LAV drivers.
In exchange for a death taxi nerf, there needs to be an acceptable WP gain from using SLAVs and LLAVs for their intended purpose (scouting, or support). There needs to be an acceptable WP gain from using the LAV turret. That much is beyond dispute, imo. I'd like to see these incentives put in place in exchange for a death taxi nerf.
If properly implemented, it would "fix" the abuse of death taxis without making LAVs useless. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.11 10:07:00 -
[33] - Quote
Compiled list of ideas so far: LLAV's: 1.WP from using remote reppers on vehicles. An acceptable figure? 2. Increased driver protection 3. Slower speed and accelaration 4. "Bubble" auto-repper for dropsuits. What should it be limited to in terms of amount and how many people can use it at once? 5. Possible Ammo replenishments. (Module?) 6. Small health decrease 7. Increased PG/CPU output (helps with those modules as its a bit low atm for the kind it is) 8. Slower stopping speed 9. Bonuses to turret tracking and damage 10. Possible implimentation of an HMG style turret. 11. Increased damage resistance at low to no speed.
SLAV's: 1. Higher top speed and accelaration. How much? 2. Free passive or active on-board scanner. Ranges? 3. Lower profile against scans 4. More controllable (dune buggy style suspension?) 5. Lose the turret (there's gotta be a compromise here they have to get something (4 seats?)) 6.More PG/CPU 7. Gain WP from drops near enemy instillations or null cannons. (10 WP for instillation 35 for null cannon. ONLY if they are secured by someone from in the LAV. 20 second timer to get out and start hacking for the WP) |
Esper Shadows
Savage Arms INC
27
|
Posted - 2013.06.11 10:37:00 -
[34] - Quote
Hunter Fencen wrote:Compiled list of ideas so far: LLAV's: 1.WP from using remote reppers on vehicles. An acceptable figure? 2. Increased driver protection 3. Slower speed and accelaration 4. "Bubble" auto-repper for dropsuits. What should it be limited to in terms of amount and how many people can use it at once? 5. Possible Ammo replenishments. (Module?) 6. Small health decrease 7. Increased PG/CPU output (helps with those modules as its a bit low atm for the kind it is) 8. Slower stopping speed 9. Bonuses to turret tracking and damage 10. Possible implimentation of an HMG style turret. 11. Increased damage resistance at low to no speed.
SLAV's: 1. Higher top speed and accelaration. How much? 2. Free passive or active on-board scanner. Ranges? 3. Lower profile against scans 4. More controllable (dune buggy style suspension?) 5. Lose the turret (there's gotta be a compromise here they have to get something (4 seats?)) 6.More PG/CPU 7. Gain WP from drops near enemy instillations or null cannons. (10 WP for instillation 35 for null cannon. ONLY if they are secured by someone from in the LAV. 20 second timer to get out and start hacking for the WP)
This, except for LLAVS: 2. Gunner, not driver protection. Drivers are reasonably protected already. Gunners are out in the open and get picked off easily. That's a big problem.
I generally favor reducing the impact damage vs. speed curve for LAVs impacting dropsuits, so that scouts still die pretty easily, medium suits are likely to survive unless they're hit at close to top speed and heavies roughly lose 3/4 EHP if they're hit at top speed (less at lower speed). If the LAV lands or rolls on top of infantry from above some damage would be incurred in that case too, but not death. Maybe half a medium suit EHP. Maybe this kind of a death taxi nerf instead of nerfing the LAV (or LLAV) speed and/or handling. I'm pretty happy with the speed and handling atm. Death taxi damage could be tweaked vs. turret damage and scouting/support duties so that WP gain favors the latter two options generally.
But I would still like to be able to run certain dropsuits over for WP if I can't find a gunner, or for strategic reasons. Just that the nerf would make it quite a bit harder to do and would make that tactic more strategic (could be combined with gunning down whoever survives impact, for example) rather than something you can just spam.
Put in some or all of these improvements along with the death taxi nerf. Would make LAVs a lot more interesting to field. |
Skihids
The Tritan Industries RISE of LEGION
1580
|
Posted - 2013.06.11 20:42:00 -
[35] - Quote
Add WPs for using the vehicle scanner.
I've got on on my LLAV now that I use to hunt red dots with and sometimes I even park and run it to alert blue dots to where the enemy is even if they are in places I can't drive. |
Hunter Fencen
ROGUE SPADES EoN.
3
|
Posted - 2013.06.12 15:32:00 -
[36] - Quote
Cheeky bump cause this has to be adressed |
Rough Galaxy
S.e.V.e.N.
6
|
Posted - 2013.06.12 17:01:00 -
[37] - Quote
Silas Swakhammer wrote:Scout LAVs - Decrease size slightly - Increase acceleration slightly - Increase agility slightly to moderately - Dampen profile greatly - Place an on-board scanner that pulses every 1 sec. for 5 sec., revealing all enemy units within range and keeping them revealed to friendly team for approx. 30s. Cooldown approx. 60s. Warpoints awarded for this activity.
Logi LAVs - Decrease HP slightly - Decrease acceleration moderately - Shield driver from direct fire - Warpoints awarded for shield/armor rep - Easier targeting mechanic for shield/armor rep - Allow ammo resupply for nearby friendly infantry. Warpoints, maybe?
Cause minor damage to LAVs when hitting enemy infantry.
I agree with everything in this except the decrease in logi lav hp. I think it's fine as is, especially if they let us put on more utility modules like a vehicle based ammo nanohive. The LLAV's still need to be able to take a bit of a beating so they can take a few shots and still be able to bug out. I would like to see a re working of how the LAV's drive though. dedicated driving controls would be splendid. accelerate/brake/ebrake buttons would make them a lot more fun to drive. |
Silas Swakhammer
GamersForChrist Orion Empire
18
|
Posted - 2013.06.13 06:35:00 -
[38] - Quote
Rough Galaxy wrote:Silas Swakhammer wrote:Scout LAVs - Decrease size slightly - Increase acceleration slightly - Increase agility slightly to moderately - Dampen profile greatly - Place an on-board scanner that pulses every 1 sec. for 5 sec., revealing all enemy units within range and keeping them revealed to friendly team for approx. 30s. Cooldown approx. 60s. Warpoints awarded for this activity.
Logi LAVs - Decrease HP slightly - Decrease acceleration moderately - Shield driver from direct fire - Warpoints awarded for shield/armor rep - Easier targeting mechanic for shield/armor rep - Allow ammo resupply for nearby friendly infantry. Warpoints, maybe?
Cause minor damage to LAVs when hitting enemy infantry. I agree with everything in this except the decrease in logi lav hp. I think it's fine as is, especially if they let us put on more utility modules like a vehicle based ammo nanohive. The LLAV's still need to be able to take a bit of a beating so they can take a few shots and still be able to bug out. I would like to see a re working of how the LAV's drive though. dedicated driving controls would be splendid. accelerate/brake/ebrake buttons would make them a lot more fun to drive. As a LLAV driver my biggest fear is direct fire to my suit. I almost always have enough time to get away from AV stuff, and therefore never really worry about my tank. But if the devs make rep smoother and easier, and possibly even add ammo ressuply as has been rumored, a LLAV should be balanced out by taking away it's hefty tank.
I doubt they'll ever shield the driver, but one can hope. |
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