FULL RP Name(s): A: O-2 Montezuma, E8 Quetzalcoatl, UNION Honorary Empress, 00237
Discord Username: A: F.O.O.L.Z.
Part 1: How CvR Vehicle Combat Has Changed Rather than this being a suggestion for a change, this is primarily going to be a discussion where I highlight issues that I have personally found with the current dynamic between OVA and Technician.
First of all, I think with how the direction vehicles are going, it's becoming clear that the strengths between each faction's vehicle classes has changed. Vehicle combat itself has changed drastically, and there are now two 'layers' to vehicle deployments/engagements: Layer 1, being where vehicles are initially deployed to assist in infantry squads; and Layer 2, where anti-vehicle units are deployed on-reaction to Layer 1 vehicles being deployed.
To build upon this, Tech and OVA are designed asymmetrically, allowing both sides to excel at different styles of play. In the case of OVA, their vehicles have an incredibly wide-range of motion, due to their smaller frames, ability to climb over small buildings, and/or tight air control. This lets them excel at deploying said vehicles with squads, or Layer 1 Deployments, as previously described. As for Technician, their vehicles seem more geared towards raw firepower and bulk, rather than mobility and flexibility, which should allow them to excel at anti-vehicle combat, or Layer 2 Deployments.
Part 2: Pointing Out Balance Concerns
Now onto the meat of this post. CvR Vehicle Combat is a fair bit undertuned, at the moment. OVA have a lot of really strong vehicles that are useful most or all of the time, either for squad-play or for anti-vehicle play, whereas Technician's fairly limited in how they can use their vehicles, as Tech ground vehicles have far-lesser range of motion, which pigeonholes them into rigid movement paths on most maps.
How I see things, there probably needs to be some stats tuning done for OVA's Hunter, as they have actively been used to push Rebels back into their spawn, like an Unrestricted OSS, and from the Techs I've talked to, they seem to struggle to cover their movement speed and range of motion in tighter locations, such as White Forest's Points B, D, and E; the entirety of C13; Pripyat's Points A, B, and C Indoors; or any map's tunnel systems and other majority-indoor points with few openings.
Could you argue this is a skill issue? To an extent, yes... BUT, I think most of the issues are fundamental flaws created by having an incredibly wide range of motion on Hunters, which allows them to move in places most normal players can, granting them the same coverage a normal player might, with the additional benefit of safe Repairs, ON TOP of having movement that is just upgraded player movement.
An additional bit, the Jeep and Rebel APC do not feel like good tools, period. If they were, I think more Techs would use them, in the same way OVA love to spam Manhacks and Rollermines, instead of insta-locking T90, KA52, and Transport Chopper. I don't know how to address it, because there's such a wide variety of ways to go about combating their uselessness.
How would this benefit the server? A: Would make vehicle combat more balanced.
As of right now, the hunter is a very good OVA tool. It bullies the T90 as the delay + slow turret speed, it cant keep up with it. It out maneuvers the jeep (BUT, if the jeep driver plays it right it can easily kill the hunter, the jeep has very high DPS). Now, air vehicles COULD be a counter to the hunter, but the LFS rockets do little to no damage against it as of right now. Theres not much we can do about the hunter atm, but we can try different strategies like surrounding it and relying on HVY's and infantry to shoot at it as well. But thats if we aren't talking simply vehicle v vehicle combat.
It'd be super cool if Tech FINALLY got a vehicle like the manhack or rollermine that is low resources and can be deployed with no rules, but that's probably never gonna happen.
A: O-2 Montezuma, E8 Quetzalcoatl, UNION Honorary Empress, 00237
Discord Username:
A: F.O.O.L.Z.
Part 1: How CvR Vehicle Combat Has Changed
Rather than this being a suggestion for a change, this is primarily going to be a discussion where I highlight issues that I have personally found with the current dynamic between OVA and Technician.
First of all, I think with how the direction vehicles are going, it's becoming clear that the strengths between each faction's vehicle classes has changed. Vehicle combat itself has changed drastically, and there are now two 'layers' to vehicle deployments/engagements: Layer 1, being where vehicles are initially deployed to assist in infantry squads; and Layer 2, where anti-vehicle units are deployed on-reaction to Layer 1 vehicles being deployed.
To build upon this, Tech and OVA are designed asymmetrically, allowing both sides to excel at different styles of play. In the case of OVA, their vehicles have an incredibly wide-range of motion, due to their smaller frames, ability to climb over small buildings, and/or tight air control. This lets them excel at deploying said vehicles with squads, or Layer 1 Deployments, as previously described. As for Technician, their vehicles seem more geared towards raw firepower and bulk, rather than mobility and flexibility, which should allow them to excel at anti-vehicle combat, or Layer 2 Deployments.
Part 2: Pointing Out Balance Concerns
Now onto the meat of this post. CvR Vehicle Combat is a fair bit undertuned, at the moment. OVA have a lot of really strong vehicles that are useful most or all of the time, either for squad-play or for anti-vehicle play, whereas Technician's fairly limited in how they can use their vehicles, as Tech ground vehicles have far-lesser range of motion, which pigeonholes them into rigid movement paths on most maps.
How I see things, there probably needs to be some stats tuning done for OVA's Hunter, as they have actively been used to push Rebels back into their spawn, like an Unrestricted OSS, and from the Techs I've talked to, they seem to struggle to cover their movement speed and range of motion in tighter locations, such as White Forest's Points B, D, and E; the entirety of C13; Pripyat's Points A, B, and C Indoors; or any map's tunnel systems and other majority-indoor points with few openings.
Could you argue this is a skill issue? To an extent, yes... BUT, I think most of the issues are fundamental flaws created by having an incredibly wide range of motion on Hunters, which allows them to move in places most normal players can, granting them the same coverage a normal player might, with the additional benefit of safe Repairs, ON TOP of having movement that is just upgraded player movement.
An additional bit, the Jeep and Rebel APC do not feel like good tools, period. If they were, I think more Techs would use them, in the same way OVA love to spam Manhacks and Rollermines, instead of insta-locking T90, KA52, and Transport Chopper. I don't know how to address it, because there's such a wide variety of ways to go about combating their uselessness.
How would this benefit the server?
A: Would make vehicle combat more balanced.
It'd be super cool if Tech FINALLY got a vehicle like the manhack or rollermine that is low resources and can be deployed with no rules, but that's probably never gonna happen.