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Mortedeamor
Internal Error. Negative-Feedback
65
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Posted - 2013.06.09 09:25:00 -
[1] - Quote
i've been playing this game for over a year. ive skilled into lavs dropships and tanks all before and actively run them and only them to test they're benefits...tank are bad off but not nearly as bad off as durpships are. i hear everyone saying omg lavs op lavs op..no LAVS ARE NOT OP the best you can get out of a charybdis is a shield tanked somewhere around 3500 shield max with massive somewhere around 50 percent res and no healing capabilities...this = 4-6 proto nades....2-3 forge hits. ...the CHARYBDIS seems op for the following reasons 1 the charybdis is the shield equivalent of a limbus .you dont see the limbus massacreing nearly as bad because proto vs proto av nades are balanced as are swarms. 2 the plasma cannon the light forge/av weapon that should be the bane of charybdis's...is terrible... this weapon ..should do 5-900 dmg per hit ......but with a proximity dampener...i mean the further away the target the less damage it will do... for example proto plasma cannon 900 dmg direct hit 3 shot burst ...3 rounds total in magazine ...8-16 rounds on person blast radius should be very minimal...or it will be used on infantry way to much under 1 meter. 4 running lav you get hit most with swarms and avnades ..it really doesnt matter whats on the field its hard as **** to hit a skilled charybdis driver with a forge.
now lavs are not op but thats not to say they do not need to be tweaked
scout lav needs to havs its turrent removed entirely...it need its acceleration buffed and its top speed. saga and methana or the attack lavs need higher passive resistances built into the lav they need more pg and cpu respectively as they need to fit a turret and a good one.
..now i personally would like to see friendly turrent for the logi lav mainly shield repairers and armor repairer turrents with different types
1 nerf ...there need to be a damage counter that reducts hp from lav upon impact bodies...the frame type shouldd determin what precentage of total hp is use in the calculation ...ide say light 33% medium 66% heavy 99% ...this calculation need to determine the suits res so say suits resistances are 50% its a proto heavy suit with 1400 hp and a chary runs into him...as the charybdis has same resistances.. that factors out heavy dies i take 1386....a proto heavy = a proto av nade ....mass runovers of high end suits with militia and advance lavs stop right there. !!! :) |
Mortedeamor
Internal Error. Negative-Feedback
65
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Posted - 2013.06.09 09:39:00 -
[2] - Quote
and another thought the attack lavs should have higher base res to runover logi lav need an acceleration nerf that transporter needs to be multi beem range on beams need to be buffed ide say by about 5 meters...logi lav needs to have acceleration nerfed so at base it takes about 6-8 seconds to get to killing speed..vs its now 2-4 also that transporter should auto lock on to any allies in range in need of hp...and should be an activated effect with a timer and a cool down. should last around 60 seconds to be effective. |
Mortedeamor
Internal Error. Negative-Feedback
65
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Posted - 2013.06.09 09:50:00 -
[3] - Quote
also the infinite baloc need to be either 1 removed upon graduation of instant battle academy 2 or made limited upon graduation and restock able at militia prices |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
182
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Posted - 2013.06.09 10:16:00 -
[4] - Quote
The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? |
Mortedeamor
Internal Error. Negative-Feedback
66
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Posted - 2013.06.09 10:21:00 -
[5] - Quote
RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well |
Mortedeamor
Internal Error. Negative-Feedback
66
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Posted - 2013.06.09 10:25:00 -
[6] - Quote
by nerfing accel on logi lav buffing on scout and keep assault where its at... logi lavs have low res on back end ...as do all lavs....give assault lavs higher rear resistances also when applying a turrent to an assault lav it should auto give the turrent a bullet blocker with decent coverage....llike a frontal plate on the turrent. scout lavs should be able to fit something equivalent to onboard nanites for resupply to counter loss of turrent...this would push towards mulit specking lavs and specific usage of lavs for they're purposes |
Kane Fyea
DUST University Ivy League
229
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Posted - 2013.06.09 10:26:00 -
[7] - Quote
CCP doesn't want to get rid of running people over, just more risk vs. reward. |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
182
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Posted - 2013.06.09 10:27:00 -
[8] - Quote
Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles |
Mortedeamor
Internal Error. Negative-Feedback
66
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Posted - 2013.06.09 10:28:00 -
[9] - Quote
RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles hmm seems legit then they would have to counter that by giving vehicle users skills like that as well..i think that will be coming with pilot suits ;) |
Kane Fyea
DUST University Ivy League
229
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Posted - 2013.06.09 10:30:00 -
[10] - Quote
RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles I want an area heal type of active module. Low repair rate but able to repair multiple friendlies. |
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Mortedeamor
Internal Error. Negative-Feedback
67
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Posted - 2013.06.09 10:32:00 -
[11] - Quote
Kane Fyea wrote:CCP doesn't want to get rid of running people over, just more risk vs. reward. right now this game looks like it is designed to always cost people isk no matter how they run...thats why vehicles suck they are expensive. and thats why we still dont have keys for our futuristic death machines. statistically i lose more lavs to scrubs driving off with my **** than i do to everything else...even when im going toe to toe and challenged by someone with skills this holds true. ive kept track it costs me more money than anything else in this game and we have been asking for a fix a way of locking the driver seat and removing people afking in vehicle for at least 7 months...i dont think ive ever even got a dev response as to if they think its a problem |
Mortedeamor
Internal Error. Negative-Feedback
67
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Posted - 2013.06.09 10:34:00 -
[12] - Quote
Kane Fyea wrote:RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles I want an area heal type of active module. Low repair rate but able to repair multiple friendlies. that is what charybdis'es should have or rather logi lavs |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
182
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Posted - 2013.06.09 10:35:00 -
[13] - Quote
Kane Fyea wrote:RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles I want an area heal type of active module. Low repair rate but able to repair multiple friendlies. This is what the current reppers should be like, along with providing a much higher repair rate than the Logi tool |
Mortedeamor
Internal Error. Negative-Feedback
68
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Posted - 2013.06.09 10:39:00 -
[14] - Quote
RuckingFetard wrote:Kane Fyea wrote:RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles I want an area heal type of active module. Low repair rate but able to repair multiple friendlies. This is what the current reppers should be like, along with providing a much higher repair rate than the Logi tool yes much higher...a logi who invests to putting 500 k on the field and that is what we are refering to i run fully specced logi/av/logi lav it runs about 400-500 k depending on the fittings. should be able to pull up to an ambushed teams and have a drastically altering effect pull up 3 men down one barely alive teamate iin lav uses logi turrent start armor repping guy strugglieng hit area shield transporter hop out start reviveing while he reppers armor bam effective..but the acceleration has to be nerfed to use it for these purposes in pc |
Kane Fyea
DUST University Ivy League
229
|
Posted - 2013.06.09 10:40:00 -
[15] - Quote
RuckingFetard wrote:Kane Fyea wrote:RuckingFetard wrote:Mortedeamor wrote:RuckingFetard wrote:The only reason LLAVs appear OP is because they aren't used for their intended purpose, and also, the lack of logistic modules Then again, why would someone waste their time with reppers that take 5-6 seconds to lock onto someone, and are incidentally also a pain to use? i agree it should be automatic ..and if they wanna make a skill sink hey multiple beems longer range less pg cpu consumtion..log lavs should have log turrents it should be a whole class of turrent...also by nerfing the acceleration it would make it less a murder taxi more mobile healing as it should. itde be nice to actually switch to a scout lav and av and use it for movment and speed...and switch to logi suit and logi lav and not have to fear i may hit killing speed in 3 seconds and run over a teamate...yes logi lav hp is perfect sufficient to sustain substantial damage in close quarters. but it is more of an attack lav with a worthless logi gimmick ..there are not even wp rewards there should be wp rewards for shield transporter and armor repper of all kind on all kind tanks as well I personally want modules that when activated, buff certain statistics of soldiers within a certain radius( think Imperial Officers from Star Wars Battlefront 2) and webifiersthat slow down vehicles I want an area heal type of active module. Low repair rate but able to repair multiple friendlies. This is what the current reppers should be like, along with providing a much higher repair rate than the Logi tool I was thinking more of one infantry can wield but oh well I can deal with LAVs having them. |
ladwar
Dead Six Initiative Lokun Listamenn
599
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Posted - 2013.06.09 10:43:00 -
[16] - Quote
reason why there are more Charybdis is the lack of caldari HAVs...its not worth being outclassed completely and totally less usefull by another type of HAV. |
Mortedeamor
Internal Error. Negative-Feedback
68
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Posted - 2013.06.09 10:47:00 -
[17] - Quote
ladwar wrote:reason why there are more Charybdis is the lack of caldari HAVs...its not worth being outclassed completely and totally less usefull by another type of HAV. yeah caldari havs are on the bottom of the vehicle food chain...when i was specced caldari hav bet ur ass i was driving my charybdis with adv av ;) traded my worthless shield hav for my boom suit |
Mortedeamor
Internal Error. Negative-Feedback
68
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Posted - 2013.06.09 10:49:00 -
[18] - Quote
ladwar wrote:reason why there are more Charybdis is the lack of caldari HAVs...its not worth being outclassed completely and totally less usefull by another type of HAV. but also charybdis vs limbus chary is better..limbus i.e gallente is weak vs nades and swarm..so you'll die much more in one that a charybdis as heavy forge is uber hard to use vs skilled non stuck driver...and light forge or plasma cannon sucks both the shield effective weapons |
Charlotte O'Dell
Molon Labe. League of Infamy
424
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Posted - 2013.06.09 19:39:00 -
[19] - Quote
bump |
Eris Ernaga
Super Nerds
184
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Posted - 2013.06.09 19:43:00 -
[20] - Quote
LAVS can hit and run if it takes 4 - 6 av grenades then it could have already ran you over or left before you get a nanohive down it can already be in or out of your area. This is why I use LAVS anyways for very fast transport why not after all they are the second fastest vehicle in the game. |
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Scheneighnay McBob
Bojo's School of the Trades
1513
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Posted - 2013.06.09 21:21:00 -
[21] - Quote
LAVs don't need to be heard across the map- infantry need to be able to tell when LAVs are near them.
LAV handling this build is terrible. Sure, they don't glitch out on small bumps anymore, but now they roll too easily, and the acceleration feels jerky. Murder taxis may be OP, but actually driving with a gunner in mind is underpowered. |
Mortedeamor
Internal Error. Negative-Feedback
71
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Posted - 2013.06.10 10:44:00 -
[22] - Quote
Scheneighnay McBob wrote:LAVs don't need to be heard across the map- infantry need to be able to tell when LAVs are near them.
LAV handling this build is terrible. Sure, they don't glitch out on small bumps anymore, but now they roll too easily, and the acceleration feels jerky. Murder taxis may be OP, but actually driving with a gunner in mind is underpowered. definitely there is no point in using a turrent for turrent purposes atm your right...but i dont think murder taxis are op...fully specced it just takes coresponding av to deal with ..i personally has no problem blowing up my own logi lavs in enemy hands |
Esper Shadows
Savage Arms INC
21
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Posted - 2013.06.10 11:34:00 -
[23] - Quote
This topic has been beaten to death, but I'll just say again - LAVs and LLAVs are not OP. Good AV can blow them up no problem.
People spam murder taxis because LAVs and LLAVs don't have any other way to get warpoints. Turret dmg sucks on LAVs. Because everybody knows that, nobody wants to be your gunner. You don't get any warpoints for repping stuff in your LLAV either. So why bother?
Then there's the matchmaking problems with pub matches. In a lopsided match where all the null cannons are red and I'm getting lolstomped by roving groups of red infantry, I'm very likely to counter with a murder taxi so I can run over a squad and/or hack stuff deep in enemy territory until the end of the match. Its one of the only reliable way to get kills and warpoints when your team can't get its s**t together. |
semperfi1999
Internal Error. Negative-Feedback
517
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Posted - 2013.06.10 13:22:00 -
[24] - Quote
I agree that the LLAVs should be strong....you had to spec into them so they should be able to take a pounding. But the free vehicles should NEVER HAVE BEEN GIVEN AN HP BUMP!!. Its stupid to think that a free LAV takes 2 adv packed nades to kill them. It should takes no more than 1 adv packed nade to insta pop a free/militia LAV. I am good with it taking 2 adv packed to pop a well fitted std LAV. |
Mortedeamor
Internal Error. Negative-Feedback
71
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Posted - 2013.06.10 15:08:00 -
[25] - Quote
semperfi1999 wrote:I agree that the LLAVs should be strong....you had to spec into them so they should be able to take a pounding. But the free vehicles should NEVER HAVE BEEN GIVEN AN HP BUMP!!. Its stupid to think that a free LAV takes 2 adv packed nades to kill them. It should takes no more than 1 adv packed nade to insta pop a free/militia LAV. I am good with it taking 2 adv packed to pop a well fitted std LAV. i agree as stated above i think the mlt baloch should be a restock able fitting and only be infinite in instant battle academy...once a duster graduates the fitting should become limited an then run out ..it should be restock able at suitable isk prices. the base hp buff done to the baloch needs to be removed |
Scheneighnay McBob
Bojo's School of the Trades
1513
|
Posted - 2013.06.10 15:28:00 -
[26] - Quote
I actually have a new experience from when I (for some odd reason) hopped into a random blueberry's starter fit baloch. The blueberry was practically doing doughnuts near a group of reds, and I was firing it the blaster the whole time. Surprisingly, I actually got a few kills and took down the shields of nearly every red in that crowd before the LAV was destroyed. |
Scheneighnay McBob
Bojo's School of the Trades
1513
|
Posted - 2013.06.10 15:33:00 -
[27] - Quote
semperfi1999 wrote:I agree that the LLAVs should be strong....you had to spec into them so they should be able to take a pounding. But the free vehicles should NEVER HAVE BEEN GIVEN AN HP BUMP!!. Its stupid to think that a free LAV takes 2 adv packed nades to kill them. It should takes no more than 1 adv packed nade to insta pop a free/militia LAV. I am good with it taking 2 adv packed to pop a well fitted std LAV. I personally think none of the LAVs needed an HP buff, or at least not as big of a buff as they got. My LLAV last build still had over 3000 eHP, high resistance for both shields and armor, and high enough speed to avoid getting hit by AV in the first place.
BUT since LLAVs are for directly supporting and moving with infantry, I think they could keep their eHP buff that lets them stay on the frontline as long as they get a speed nerf. When you're repping infantry, there's no need to have a top speed that high. |
Mortedeamor
Internal Error. Negative-Feedback
76
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Posted - 2013.06.18 13:55:00 -
[28] - Quote
Esper Shadows wrote:This topic has been beaten to death, but I'll just say again - LAVs and LLAVs are not OP. Good AV can blow them up no problem.
People spam murder taxis because LAVs and LLAVs don't have any other way to get warpoints. Turret dmg sucks on LAVs. Because everybody knows that, nobody wants to be your gunner. You don't get any warpoints for repping stuff in your LLAV either. So why bother?
Then there's the matchmaking problems with pub matches. In a lopsided match where all the null cannons are red and I'm getting lolstomped by roving groups of red infantry, I'm very likely to counter with a murder taxi so I can run over a squad and/or hack stuff deep in enemy territory until the end of the match. Its one of the only reliable way to get kills and warpoints when your team can't get its s**t together. that is staed in the original post ...this is not a qq thread but a balancing one internal lav balancing |
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