#Modify Current Tarantula Vehicle Deployment

17 messages · Page 1 of 1 (latest)

gaunt juniper
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This suggestion is not asking for new or improved vehicles, but instead attempts to address the issue of PVP players making bases nearly impenetrable by simply spawning in a Tarantula, deploying an AFV6 AA, and then spawning again, etc. It is incredibly easy to build up a pile of AA, and resupplying said pile with a nearby Munitions Container or two. The sheer volume of missile and gun fire can easily destroy all incoming enemy missiles, be it missiles, bombs, nukes, or cruise missiles, and the only thing that sometimes gets through is an ARAD (not useful when attacking a base that has other things like hangars still available) and of course railguns/other gun-based weapons.

There should be a limit to the number of vehicles a single player can deploy while using a Tarantula, or a limit on the number of AFV6 vehicles that a faction can operate at a time, or simply an airbase region cap on the number of vehicles in said region. In the handful of games I've played so far since 0.29, about half of them had bases with absurd numbers of AA vehicles. Of course, there's a limit to how many a single player can put due to the cost, but it's really not much for a single AFV6. Running just one Compass mission can sometimes rack up enough money to deploy over a dozen of them...

lethal sphinx
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increase price of AFV6 AD dramatically? (Keeping other varients cheaper)

gaunt juniper
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that wouldn't really make sense though from an economic perspective

obsidian pagoda
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One of the solution to this issue, other than increasing the vehicle cost, is to remove the vehicle from the loadout option and force the player to go to a Vehicle Depot and pick up units in storage.
It's only a stop gap, as it means it will only take longer for a player to build a stronghold, which can not be prevented without losing some interesting gameplay elements.

gaunt juniper
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honestly, that would be quite interesting

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although maybe what the game needs is a more refined logistic system, and differences between 'frontline' deployment depots (maybe even with limited inventory...?) versus production and storage facilities... would make behind enemy line attacks and overall tactics more impactful maybe

obsidian pagoda
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For sure, logistics are simplified, with units made of thin air deploying instantly...
However, each added layer of complexity is an added layer of lag and bugs, as the AI has to deal with a lot of parameters already.
We'll see what we manage to achieve 🙂

shy flower
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I think its fine. It even encourages going after the lightly defended factories instead. Ive played tons of pvp games and most people who use the taratula dont use the vics in the way you mention. It took me about 10mins to make a defensive group which was destroyed by a compass with lynchpins. There are so many methods already to completely trivialize defenses.

worldly bronze
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its almost like thats half the point of the tarantula. besides, if someone is in a cargo-loaded tarantula then thats 1 enemy player that won't be providing air-cover / offensive capabilities

mystic quail
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It takes a while to fortify a base
All the fortifications I have made with it were all blown to smithereens by some random AI

gaunt juniper
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easy to just spawn on a helipad, hover 1m above the ground, drop, respawn, and repeat though

shy flower
robust hornet
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using the tarantulas cannon also makes taking care of a lot of IR defense pretty simple.

gaunt juniper
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imo 76mm shells should have a little bit of ir signature because, boomstick

mystic quail
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Fortifying bases is a bad thing?
In the future of the game AI vehicles will likely spawn more from depots to replace losses at airbases and SAM sites.

gaunt juniper
broken monolith