|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Eno Raef
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.07.08 20:23:00 -
[1] - Quote
What if CCP greatly buffed the shielding and armor but reduced turret damage and ISK price by an equivalent amount? Also, a reduced price may still be in order depending on how much they cost now. 1 million per excellently equipped HAV seems sufficient to me. That's about 10 proto builds for some people.
Keep in mind, I don't use HAV and know little about them or their damage but buffing HP would increase their survivability while reducing the turret damage will reduce infantry from being extremely overpowered. This would make your HAV last longer without having to play overly conservative from worry that one or two proto forge gunner are sitting in wait to inhstantly destroy your HAV.
HAVs would then be able to enter a complex and not be instantly destroyed but the turret operators would have to be more precise with their aim. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.07.08 22:35:00 -
[2] - Quote
Principus Shmoof Triariian wrote:Eno Raef wrote:What if CCP greatly buffed the shielding and armor but reduced turret damage and ISK price by an equivalent amount? Also, a reduced price may still be in order depending on how much they cost now. 1 million per excellently equipped HAV seems sufficient to me. That's about 10 proto builds for some people.
Keep in mind, I don't use HAV and know little about them or their damage but buffing HP would increase their survivability while reducing the turret damage will reduce infantry from being extremely overpowered. This would make your HAV last longer without having to play overly conservative from worry that one or two proto forge gunner are sitting in wait to inhstantly destroy your HAV.
HAVs would then be able to enter a complex and not be instantly destroyed but the turret operators would have to be more precise with their aim. Reducing turret damage is a bad idea because then it makes the tank's turret poor and pointless, and missile turrets are already wonky and under powered. Pricing may be the middle ground with the AV vs Vehicle debate
Reducing turret damage would be IMO the only way to increase HP for survivability. It was just a thought. If I was running HAVs, I'd want more HP than damage but I know that some people play more aggressively than I do.
I remember in Chromosome, I would use my highly armored Soma as a transport. It cost about 250k and it didn't have more than standard turrets which I only used standard in order to reduce cpu and pg load vs militia. It could take a beating. I THINK I ran about 3k shields and 7k armor with hardeners, armor repair, and a CRU. It was a fun build. I miss running HAV's but I'd hate to lose the ISK they cost now. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.07.08 22:48:00 -
[3] - Quote
CharCharOdell wrote:Principus Shmoof Triariian wrote:Eno Raef wrote:What if CCP greatly buffed the shielding and armor but reduced turret damage and ISK price by an equivalent amount? Also, a reduced price may still be in order depending on how much they cost now. 1 million per excellently equipped HAV seems sufficient to me. That's about 10 proto builds for some people.
Keep in mind, I don't use HAV and know little about them or their damage but buffing HP would increase their survivability while reducing the turret damage will reduce infantry from being extremely overpowered. This would make your HAV last longer without having to play overly conservative from worry that one or two proto forge gunner are sitting in wait to inhstantly destroy your HAV.
HAVs would then be able to enter a complex and not be instantly destroyed but the turret operators would have to be more precise with their aim. Reducing turret damage is a bad idea because then it makes the tank's turret poor and pointless, and missile turrets are already wonky and under powered. Pricing may be the middle ground with the AV vs Vehicle debate If turret damage is reduced, then you will only see rail tanks because rails are the only turret dependable enough to kill a forge gunner fast enough to survive. That means more rail sniping and since only rail sniper can kill rail snipers now- they wont bc nobody will do enough damage to kill eachother and tanks will never die. Damage mod power actually needs to be increased so that shield tanks can take on armor tanks again. And HP in general needs a buff OR we need a 50% price reduction so that a tank only needs to last 3 battles instead of 6 which is pretty much impossible if you take it on the frontlines every match.
I agree, reducing survivability of HAVs while reducing ISK cost of HAVs is another good idea. Battlefield series vehicles were a good example. They were free (in our case they'd cost ISK, but not bank breaking ISK) and they could easily be destroyed by good engineers or teams but the tank had a fighting chance. The good thing is that you could use them as much as you liked and if you had a good team with you, the tank team could keep the HAV running. |
|
|
|