Cross Atu
Conspiratus Immortalis Covert Intervention
1108
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Posted - 2013.06.08 14:11:00 -
[1] - Quote
Tharak Meuridiar wrote:Let's break this down simply:
Regular infantry = rock: Your regular infantry come with weapons such as ARs, shotguns, nova knives, MDs, anti-infantry grenades etc. that are great for killing other infantry, including AV infantry who are not very good at killing you back, but are utter crap vs. vehicles.
Vehicles = paper: Vehicles can roam around the battlefield, either nearly immune to regular infantry weapons (tanks) or too agile for them to be effective unless you stand still (LAVs and Dropships). However Swarm launchers, AV grenades, forge guns, and other AV weapons are the bane of your existence.
AV infantry = scissors: You sacrifice regular infantry weapons that are great for killing other infantry to be able to easily take on vehicles much more easily. By taking cover in places that are hard for vehicles to reach and shooting them with your heavy damage weapons you really make their life hell. But you tend to get stomped all over when you come up against the AR toting masses.
The game has been so kind as to make it so ANYONE can play rock, paper, or scissors, by providing us with free AR and sniper suits, free AV suits, and the free LAV everyone keeps moaning about.
Let's apply what we've learned: Your team is getting pushed to the red line by 3 tanks and 2 LAVs. What do you spawn? Reg inf, AV inf, or vehicles? If you're my team from earlier today, then apparently your answer is regular infantry! Congrats! You lost a game elementary schoolers are able to comprehend!
The vehicle "problem" isn't an issue of balance. It's an issue of idiots playing rock every single time and wondering why the matches are starting to fill up with paper.
I (and many in my corp) are thrilled when we see "paper" in match because most of the time it means extra points and a higher ISK payout. We all have some form of AV fit (even if it's free) and will happily respawn/depot swap into AV when needed. This week I played a few matches with my corp where we used free LAVs to blitz into the redline and take out hostile HAVs hiding behind cover there.
Have I been run over in a LAV or shot by a HAV this week? Sure. But more often than not a fully loaded LAV means I get 3 kills and a bonus 40 WP for one nade toss, while a fully loaded HAV means I get 3 kills and a bonus 150 WP for the use of three nades. And for those who don't use/want to use AV nades? Climb up on something high with a militia forge or swarms and aim at the weak spot on vehicles, it works wonders.
Oh and a closing note, I'm doing all of this without proto anything (including damage mods or tank) on my AV fits. Specifically I have level 3 in swarm launcher and level 1 in grenadier. If memory serves that's an SP total investment of less than one week (tho I use boosters so it may be a bit over 1 week for those without).
0.02 ISK Cross
ps ~ the current alteration to LAV physics may still need looked at, the total lack of momentum loss when running hostiles down seems a bit off. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1122
|
Posted - 2013.06.09 23:46:00 -
[2] - Quote
RINON114 wrote:I find that there most often is a lack of momentum when I hit people, especially heavies. I hit one yesterday and I pretty much barrelled off into the sunset.
As for this whole debate, my issue is simply with AV's ineffectiveness vs militia LAV's (and maybe shield tanked logistics ones as flux grenades seem to do nothing). The other problem is probably not with LAV's at all, but when I am being stomped by prototypes using officer gear and superior skill, then call out an LAV that cost me nothing and start mowing them down then I think something is wrong. I wouldn't mind if my LAV cost some cash to call in, that could work.
Under Chrome it required more momentum to kill and cost more momentum when you ran someone over. Road kills were still possible but took more skills and forethought than they do at present, I'd personally support a restoration of that state.
All grenades are somewhat broken at the moment, for more than one reason actually. AV nades and contact nades suffer the lease from these bugs due to the nature of the detonation, if Flux were given the same tracking (vs vehicles) as AV nades you'd see a vast increase in functional utility. In theory once the bugs are fixed you should still see a marked increase
As to AVs ineffectiveness vs militia LAVs I am honestly not quite sure what you mean. It takes two volleys from a free swarm launcher to take out an undamaged militia LAV assuming you don't hit the weak spot. With the lock/fire mechanism of the SL you can have the second volley in the air before the first impacts (depending on range of course) thus most of the time guaranteeing the LAV goes down (very rarely a driver can find sufficient cover to survive, usually while burning).
I suppose what I'm saying is that I've found AV vs LAVs (especially militia LAVs), however I don't want to dismiss what you're saying without details regarding where our experiences do/don't match up. Would you be interested in squading up sometime to run a few matches and do some AV testing, see what shakes out?
Cheers, Cross
ps ~ if you'd like to squad up mail me in game and we'll set something up |