Pages: [1] 2 3 4 5 6 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Void Echo
Internal Error. Negative-Feedback
219
|
Posted - 2013.06.18 19:31:00 -
[1] - Quote
As a tank driver, I am calling on ALL players that are AV specced and those that are Vehicle specced come together for once in a peaceful attempted to rationalize the balance situation between the 2 class types.
it is my hope that this thread will allow the 2 apposing class types to ley down their rivalries and come together to create an ideal system to fix the balance and create the best possible gameplay here, also an attempt to being together the 2 most hardened rivalries in dust 514 to a peaceful sense.
all through dust 514's history, AV and Vehicle players have constantly ripped and each others throats and demonized each other for speccing into the roles, this conflict has left a deep wound in dust's community and has created a giant gap between the player classes and as a result made the tank drivers the most hated group of vehicle players in the game.
I am calling for the 1st peaceful conversational thread for BOTH AV ANV VEHICLE PLAYERS ALIKE in order to finally bring the peace between the 2 and set an example for everyone that will ever play dust 514 that peace CAN be achieved for the GREATER GOOD OF THIS GAME.
AV players, I have respect for those of you that have specced into your roles be it swarms, forge, plasma cannon, flux grenade, av grenade, etc, etc, however its time for you to put an end to the constant fighting over "NERF VEHICLES AND BUFF AV WEAPONS" and the AV/Vehicle balance. so please, for once collaborate with the vehicle players in order to create the ideal balance.
Vehicle players, as one of you I understand our content with the AV players and balance issues, but WE MUST FORM TOGETHER WITH THE AVs and set aside our different points of view for the GOOD OF THE GAME. its time for us to se aside our differences as well and collaborate with the AV players to create the ideal balance both sides want in this game.
As a HAV driver I am calling for BOTH AV & VEHICLE players to join here and collaborate with each other to create the ideal balance that we ALL want in this game.
Set an example for future rivalries between the classes to see that we CAN rationalize and peacefully collaborate with each other's opposing views FOR THE GOOD OF THE GAME. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
156
|
Posted - 2013.06.18 19:45:00 -
[2] - Quote
I rarely see guys who consider themselves maining in AV that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1004
|
Posted - 2013.06.18 19:46:00 -
[3] - Quote
... Doesn't this thread already exist? |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:53:00 -
[4] - Quote
I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:53:00 -
[5] - Quote
TheAmazing FlyingPig wrote:... Doesn't this thread already exist? No, that's about changes to AV specifically |
Scheneighnay McBob
Bojo's School of the Trades
1653
|
Posted - 2013.06.18 19:54:00 -
[6] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV saying that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
Honestly I can't wait for the day for vehicle users to get something that will be extremely menacing but not overpowered. I'd love to run with a whole squad of fellow AVers fighting our own little battle against a machine. Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 20:02:00 -
[7] - Quote
I see a lot of arguments stemming from infantry using CQC AV nades against tanks. I wonder if answering these questions might help.
- Is it that tankers job to stay with a squad?
- Should infantry have the ability to take out straggling HAV's solo?
- Will they be bringing in Proto HAV's? Is the balance issue Pro AV vs. STD HAV's?
Just my .02. |
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 20:11:00 -
[8] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
I'm unsure as to where the imbalance from remote explosives comes from.
I run caldari and my LLAV will run over 6 proximity mines, no problem.
However, when I was in my rail tank with 5k shields 15, 15, 10% resists I believe it was either two or three remote explosives dropped by some tricky chuckefudge nearly instagibbed my tank.
Is there a vast difference between proximity mines and remote explosives?
EDIT: To clarify, I believe my LLAV is too strong when it comes to proximity mines but the other extreme feels a bit much aswell. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
33
|
Posted - 2013.06.18 20:12:00 -
[9] - Quote
Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate. |
Operative 1171 Aajli
D3LTA ACADEMY
27
|
Posted - 2013.06.18 20:35:00 -
[10] - Quote
Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate.
You do need three people to work all the turrets. Also, tanks don't have the ease of situational awareness as infantry. You don't get sigs popping up as easily. A scanner can help at close range but you have to turn that turret to scan for any big threats and sometimes I've had no sigs and another tank roll right up in front of me from the direction I was looking the whole way across the field to where I met up with him.
You can one shot an infantry with a rail and take down a guy quick with a blaster but you can't get several that fast. Infantry can gang on you. A lot of infantry survive my being close to them even with small turret gunners.
Nobody bringing a counter attack fits in with how a battle would go if one side has a tank and the other has nothing to fight it with.
You might as well complain about the lack of people dropping uplinks. A disorganized group of blueberries in a pub match most likely won't bring a counter attack.
When they do then I have to book it. A lot of times you can't tell what exactly is hitting you and from what direction.
Tanks are largely blind. You don't have time to turn that turret and scan. If so you might not get a sig.
Many matches are won by the enemy when in my tank because I can't go around capping AND keep my tank. There are still plenty of strawberries on the field to win even after I shoot some. |
|
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 20:45:00 -
[11] - Quote
Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate.
I disagree with the notion that 1 tank is equal to 3 blueberries.
He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit.
There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. |
Scheneighnay McBob
Bojo's School of the Trades
1656
|
Posted - 2013.06.18 20:46:00 -
[12] - Quote
Operative 1171 Aajli wrote:Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate. You do need three people to work all the turrets. Also, tanks don't have the ease of situational awareness as infantry. You don't get sigs popping up as easily. A scanner can help at close range but you have to turn that turret to scan for any big threats and sometimes I've had no sigs and another tank roll right up in front of me from the direction I was looking the whole way across the field to where I met up with him. You can one shot an infantry with a rail and take down a guy quick with a blaster but you can't get several that fast. Infantry can gang on you. A lot of infantry survive my being close to them even with small turret gunners.Nobody bringing a counter attack fits in with how a battle would go if one side has a tank and the other has nothing to fight it with. You might as well complain about the lack of people dropping uplinks. A disorganized group of blueberries in a pub match most likely won't bring a counter attack. When they do then I have to book it. A lot of times you can't tell what exactly is hitting you and from what direction. Tanks are largely blind. You don't have time to turn that turret and scan. If so you might not get a sig. Many matches are won by the enemy when in my tank because I can't go around capping AND keep my tank. There are still plenty of strawberries on the field to win even after I shoot some.
- That's why you have more turrets- separating the driver would help even more
- Another reason to have team support- or gunners who know wtf they're doing
- I'm not comfortable moving into an objective as AV either- that's why anti-infantry need to learn to do their job
|
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 20:58:00 -
[13] - Quote
if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:00:00 -
[14] - Quote
while were on this, lets leave the separation topic alone until we can come up with an idea that wont cripple tanks at the start of this thread please, I hate the idea since it would make driving the vehicle worthless but im not against talking about it. |
Doc Noah
Algintal Core Gallente Federation
134
|
Posted - 2013.06.18 21:06:00 -
[15] - Quote
Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine
Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank.
In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514. |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:06:00 -
[16] - Quote
and before you say "no it wont" yes it will and let me explain why. those of us that have specced into tanks do it to get the kills that come with it, not to drive around aimlessly just to have a random blue take control of the main cannon and shoot at stuff not worth shooting at and ignoring any attempt to tell them to "kill the enemy right in front of us". the separation would cripple tanks to nearly non-existence and make instillations the best thing to operate since they don't move and you control everything they are. plus when I specced into tanks, Im sure that other tank drivers are on the same page as me, when I specced into tanks fully, I didn't have the image of only driving the thing around while someone was getting in my cannon and getting my kills. nobody would skill JUST TO DRIVE, no people want to spec to kill not aimlessly drive something and not get points for doing so. 10 million sp just drive something while someone else takes the kills? I don't think so. |
Scheneighnay McBob
Bojo's School of the Trades
1656
|
Posted - 2013.06.18 21:08:00 -
[17] - Quote
Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called
What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what. |
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:09:00 -
[18] - Quote
Doc Noah wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine Because you can only have so many players on the battlefield at once. When you start seperating the anti-infantry in order to do anti-vehicle, infantry warfare can get easily get lopsided in favor of the team with the tank. In essence, tankers want their tank to do as much damage and take as much damage as a full squadron of protos. All manned by only 1 guy with a fat wallet. With this logic, why be infantry at all? It'll be Tank 514.
that's why you have AV weaponry, I know you hate the idea of it but how about spending some isk for a militia tank and go at him if your AV doesn't work the way you want it to?
that's why they put vehicles into this game, so it doesn't become Assault 514. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
29
|
Posted - 2013.06.18 21:10:00 -
[19] - Quote
Well I am all for AV, people pull out tanks and I have fun destroying them.
I do believe the AV weapons are right where they should be however, there should be more tanks available.
Gunlogis & Madrugars belong in an advanced class. CCP needs to come up with some sort of a proto tank with 2 or 3 additional high and low slots, and maybe 2000-3000 more HP.
|
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:11:00 -
[20] - Quote
Scheneighnay McBob wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what.
and because of that, do you know what people are doing? dropship pilots HATE that they cant kill with their own pilot gun and LAV drivers are running people over TO GET KILLS AND KILL POINTS, the HAV is the only vehicle that has the design right imo.
(this is getting very interesting, keep it coming) |
|
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:13:00 -
[21] - Quote
Jammer Jalapeno wrote:Well I am all for AV, people pull out tanks and I have fun destroying them.
I do believe the AV weapons are right where they should be however, there should be more tanks available.
Gunlogis & Madrugars belong in an advanced class. CCP needs to come up with some sort of a proto tank with 2 or 3 additional high and low slots, and maybe 2000-3000 more HP.
besides the AV part, I agree, the enforcers are just expensive militia tanks and should be put in the militia section, the madrugar and the gunnlogi are pretty much the advance tanks on the battle field and the sica and soma are effectively better than enforcers and should be the standard tanks of the game, which leaves the marauders to be the prototype tanks. |
gbh08
74656d70
26
|
Posted - 2013.06.18 21:13:00 -
[22] - Quote
Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork.
As a anti social lone wolf, that would mean my speccing into tanks would be worthless, as i would either have to let some random drive my tank and no doubt loose it, or drive him around while he racks up the kills, which doesnt sound like much fun
Given that the game already rewards tankers to work as team with 3 men in it (look outs, gunners), im already at a disadvantage by not squading with capable people, which is my choice, as it should be, the game does and should reward teamplay, but not force it down our throats
"just for the record, although i play on my own, i do drive around with the team and protect (try) while they cap objectives etc"
|
Void Echo
Internal Error. Negative-Feedback
223
|
Posted - 2013.06.18 21:16:00 -
[23] - Quote
gbh08 wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. As a anti social lone wolf, that would mean my speccing into tanks would be worthless, as i would either have to let some random drive my tank and no doubt loose it, or drive him around while he racks up the kills, which doesnt sound like much fun Given that the game already rewards tankers to work as team with 3 men in it (look outs, gunners), im already at a disadvantage by not squading with capable people, which is my choice, as it should be, the game does and should reward teamplay, but not force it down our throats "just for the record, although i play on my own, i do drive around with the team and protect (try) while they cap objectives etc"
shorter than my post but same thought |
Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:30:00 -
[24] - Quote
As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 21:32:00 -
[25] - Quote
Eurydice Itzhak wrote:Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate. I disagree with the notion that 1 tank is equal to 3 blueberries. He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit. There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. Didn't so much mean that 1 tanker fills in for 3 people in the current Dust, just that 1 person potentially attaining the battlefield presence of 3 from going solo in a vehicle is anathema to balance. Was hypothetical.
Boosting a tank into being a mighty force capable of altering the flow of battle is more reasonable and easier to balance when it requires 2 operators for basic functionality and 3 for optimal. It represents a concentrated font of manpower.
The real problem is in all the current game modes, though. No real role for vehicles, they're not really integrated into the gameplay. If one side had to defend an objective and the other claim it, ending the match if it was taken, then we would see vehicles take a far larger part. A good HAV would go a long way in aiding a push, able to advance under some fire with modules up, punishing any infantry that emerge to try and engage your own. Also serves on the opposite side as a rock for pushes to break themselves against.
Likewise dropships will have an objective of major importance to drop a strike team on, a more singular frontline to bypass. Good map design and a focused objective for it to be designed around could give so many more roles and playstyles a place, make them viable, meaningful.
If I'm honest I reckon all the current game modes are dire. The game modes define how the game is played, when they're all so underdesigned it is severely limiting and a whole host of problems emerge as a result.
|
Void Echo
Internal Error. Negative-Feedback
224
|
Posted - 2013.06.18 21:35:00 -
[26] - Quote
Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver
that would make everything worse, the front turret is basically a blind piece of metal |
gbh08
74656d70
26
|
Posted - 2013.06.18 21:35:00 -
[27] - Quote
Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol
|
Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:36:00 -
[28] - Quote
Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal Same deal with assault dropships, only the chance to crash is multiplied greatly because you're flying. Also somewhat the same with LAVs- you can only kill people you're driving straight at. |
Scheneighnay McBob
Bojo's School of the Trades
1658
|
Posted - 2013.06.18 21:37:00 -
[29] - Quote
gbh08 wrote:Scheneighnay McBob wrote: The front small turret on all HAVs should be controlled by the driver
Why whats the difference in me being able to control the main turrent or the frount? and bare in mind now if i can only have the frount turret, to see behind me, i would need to turn the whole tank around lolol To see behind you, switch to third person.
And you want to know the difference between the driver controlling a large turret and a small turret? |
Arkena Wyrnspire
Turalyon Plus
1152
|
Posted - 2013.06.18 21:39:00 -
[30] - Quote
Scheneighnay McBob wrote: Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles
Only against shields. 90% against armour. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 :: one page |
First page | Previous page | Next page | Last page |