
Oso Peresoso
RisingSuns
155
 |
Posted - 2013.07.08 16:57:00 -
[1] - Quote
I much prefer addressing the roadkill issues directly than by nerfing HP or removing the free militia LAV. The militia LAV is fun, free, you can forget about it when you're done, and its easily destroyed.
TL;DR: keep militia LAVs in, add entrance/exit animations, make LAVs take heavy damage when roadkilling people, and LLAVs take significant damage when doing so. Preferably having actual physics-based damage.
The core issues are:
Roadkilling/impact damage - infantry die too easily, LAV does not slow down or take noticeable damage. This is stupid gameplay and immersion-breaking. Solution: make physics better so vehicle is affected by impact, reduce damage to infantry for lighter impacts. Vehicle should take damage relative to the physics of the collision, not necessarily pure HP. For example, if you hit a medium suit with sufficient force to kill it, you should take some damage, but if you hit a medium suit at max speed, the vehicle should take even more damage. Some placeholder mass values can be based on light/medium/heavy, but it shouldn't be based on max or current HP.
instant enter/exit/switch - manage to dodge that LAV that has your name on it? Too bad, now you have no cover and are face-to-face with a HMG. Or even worse, after giving up on running you over, the driver goes out 20m and teleports to the blaster turret. Really, instant switches are not good, they're a bit immersion-breaking and lead to bad gameplay.
LLAV aka the unkillable roadrage banana. As the OP said, these do not die. However some had some concerns that a base nerf to survivability would discourage the intended use of these as infantry support. I would counter that this is absurd, no one has ever used a LLAV for infantry support, it has only ever been used to run people over. These are expensive cars though, not the kind to leave the keys in when you hack a null cannon. I think they need a role. They should be able to run people down and shrug off the damage, however they should take significant enough damage that they become a bit vulnerable to av nades and swarms when doing so (unlike now when those things just tickle) |